How to
a 64/128 MIDI Interface
March 1989
$2.95 U.S.
$3,95 Canada
"Hie Magazine for Commodore ond |!ommog|p>e, Amiga Users
SEQUENCERS
for the Amiga
Software Review
m&m Red storm
Rising, Fast Brea
miCA Battle Ciiess,
Captain BioodI
lype-in Programs
for the Commodore 64
nnrt 128
Technocop. You're bad. You're cooL
You're part of the Enforcers, a high-
tech police task force. And it's up
to you to lake down the sleazeball
members of an organized crime
empire and restore safety to tite city.
Your weapons? An .88 Magnum (It's
tviiice t)ie size of Harry's), a snare gun,
a criminal radar locator and a com-
puter wrist watch. And that's just on
you.YourcarlaV-iyiax.thebaddest
thing on wheels) Is equipped with
rapid fire machine guns, killBr
bombs, a crime computer and \mba
acceleration.
Yourmission? Race down savage
highways and blow away punks.
Check out seedy buildings where
rats and thugs are buddies. II you're
tough enough to survive, then it's
backintheV-Maxandontathe
next crime scene.
WinatrlptoCaiiromia*
See package tor details.
Another
intensely
fun game
from
We turn C128 owners into C128 users,
(For only $9.98)
A subscription to Loadstar 128
quarterly disk brings you a 5V4" disk,
chock-full of great programs for your
Commodore® 128 every quarter for
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What a way to go, 128!
Loadstar 128 is a new software collection designed specifi-
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three months you will receive a new 5W' disk filled with new
128-only programs not found in our monthly LOADSTAR
collection.
Use The Full Power of Your 128.
Loadstar 128 issue #1 contauis eight great programs for your
C-128, taking advantage of the 128 features like the
80-column format, larger memory,and
a more powerful BASIC.
Contents of Issue #1
(Avnitnblf iia tt back issue)
Cliarl 128 — A t.li.irliiiiikiii(', |inigram,
Carbuyec's Scratchpad — Make the
best buy on that new or used car.
Treasure Trove — A challenging card
solitaire game.
Boris — N'inc levels of chess.
Plus 4 mc>n\5n?nf imigrams!
The Best Software Value for the 128.
Loadstar 12S is delivered direct to you four times each year for
only $39.95. Tiiaf s only $9.98 an issue. So order today vrith the
attached coupon or call toll free 1-800-831-2694.
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If you are not satisfied with Loadstar 128 for any reason,
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ada/Mexico $44.95, Overseas S57.95) Make checks payable to Softdisk,
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I SOFTDISK, INC. P.O. Hox 30008 • Shrevcport, La. 71130-OOOS CO039 |
The Forgotten Realms
is no place for wimps.
Tosur\'iveourAD&D'
computer role-playing
games, you need charac
ters that are smart,
strong, fast and exper-
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don't just grow on trees.
You get tliem by having
your characters go through
some serious training.
Send them to tiiLLSim, a
magical city in tlie fOitooTtEPi
RE^ms ' game worid.
Transfer any character from
Pool or RioiAnce into hiu^FAH
(or create one from scratch),
and play a game that's one
vigorous workout.
Each time you play tiiLLsrAR,
your character will stumble
upon a quest. To fulfill this
mission, your hero must
engage in different exercises,
but nothing quite as simple as
weight-lifting.
For honing
combat skills.
there's fighting in the arena
against ill-tempered ores or
raging minotaurs like the one
you see above (which inciden-
tally is an actual IBM" screen
display). Other activities
include maze-running, lock-
picking, archery, and horse-
back-riding.
3,-uaifiMBaBfeCMita3^
Every game inside HiiisrAn
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your character's specialty
{thief, mage, cleric or fighter).
When you're done with
tltusFAR, your
character will
emerge with
more potent skills and a wealth
of experience that will serve
you in good stead in our AD&D
computer role-playing games.
IfKl^FAR. The training
grounds for all FORGOTTEn
REALMS heroes.
To Order: Visit your retailer or
call 1-8O0-245-4525 lo charge on
VISA or MasterCard.
To receive SSI's
complete product
catalog, send
S 1.00 to: SSI,
1046 north
kcngstorff
Avenue,
Mountain View,
CA 94043,
'^SOiH
^;
IBM,
C-64/128.
&-&L
: ADVANCED DUVOECNS S DWGONS,
WSD, FOROOTPEN BEAIUS, ami Ihe 7SH tojo oroKjils.
mtllj t^ATied by ond Lissd ureje? }C6n» trom TSR, ]j>&.
C I M9 TSR he. CI >N Snxgc SlnMoni, Inc.
STRATEGIC SIMULATiONS. INC.
Commodore
M A
A
I N
MARCH 1988, Volume !0, Nmber3
FEATURES
MAKING IT PAY 54
Computers can be real budget busters, but enterprising people
(wtio can't program) have found ways to make them pay for
themselves. You can try these computer money-making ideas
in your spare time to put you back in the black.
by Gary V. Fields
IMPRESSIONS OF THE WORLD OF COMMODORE 58
We sent Russ Ceccola to Philadelphia to cover the largest
gathering of Commodore enthusiasts ever held in the U.S. Here's
what happened when Russ encountered the World of Commodore.
by Russ Ceccola
COVER STORY
MIDI SEQUENCERS FOR THE AMIGA 50
To turn your Amiga into a desktop recording studio you need a
MIDI interface, a compatible synthesizer and a MIDI sequencer.
Here's an oven/iew of the Amiga's MIDI capabilities and a feature-
by-feature comparison of the top Amiga sequencers.
by Steve King
COVER PHOTO: Gene Smith
Studio courtesy of
Advanced Sound Audio Production, Inc.
Pennsauken, NJ
REVIEWS
64 AND 128 SOFTWARE REVIEWS
AMIGA SOFTWARE REVIEWS
Red Storm Rising6/M*e/?(Ve/-s
18
Battle ChessbyErvin Bobo
34
Fast Breakiiy ScoHjI. May
20
Capta in B lood by Mike Rivers
36
Monopoly b;' Gary V Fields
24
WordPerfect Library iy Gao' V. Fields
38
Typhoon of Stee\byMn Ryan
26
Torch 2081 by MnKoWer
42
MconbyScottA. May
28
Global Commander 6/ j^/ /Tee
43
Award Maker P]us.by Mark Cotone
30
Ganymed/Bomb Busiersby Jeffery Scott Hall
44
DEPARTMENTS
LEHERS
4
ADVENTURE ROAD
NEWS
6
New Windows on Mvc(\\ufeby Sliay Addams
68
TIPS & TRICKS
Hints for Fun and Utility
INSIDE Q-LINK
AdventureLink Debulby Robert W. Baker
72
Compiled by Louis F. Sander
12
PROGRAMMING
Gold Mine
BAM Organizer iy CWtord D. Dedmore, Jr.
76
Compiled by Louis F. Sander
14
Dec ision Maker b^- David Leittiauser
81
RED STORM RISING ULTIMATE CHALLENGE
128 MODE
ANNOUNCEHflENT
16
Sequencerby Mark Jordan
85
PROJECTS
AMIGA UPDATE
Building a MIDI Interface DemebyJohnlovine
48
Professional Genlocks for the Am\gaby Matthew Leeds
89
TECHNOLOGY
Amiga Public Domain by Gwfem Kinsey
91
Looking khcadbyJetlSpira
62
HOW TO ENTER PROGRAMS
106
CREATIVE COURSEWARE
Arithmetic and hsctionsby Howard Mitlman
63
MAGAZINE ENTRY PROGRAMS
108
PUMPING GEOS
ADVERTISERS' INDEX
112
Importing Bitmaps into geoPublish 6/ M3rAJD/(^an
64
COMMODORE MAGAZINE 3
LETTERS
To the Editor
Help! I am a Mouse Killer!! My first
1351 was purchased as soon as I could find
one. I treat all my hardware with greatest
respect and waa extra nice to my mouse. It
died anyway!
Afljer reading several articles about the
importance of keeping the "ball" and "roll-
ers" clean, I wasn't about to let my mouse
get "gummed up." Every article seemed to
agree that the best tools to use were Q-
Tips'" and alcohol.
After a couple weeks of "work" (using a
very clean mouse pad), 1 carefully took my
mouse apart. I wiped off the ball with a
dust-free cloth, used a quality Q-Tip and a
dab of alcohol to gently wash the residue
off the rollers (some of it was a little stub-
bom, but not extremely difficult to re-
move). I made certain that no liquid got
into the electronics. I carefully replaced
the ball, hooked it back up to the comput-
er and . . . Voila! I was back in business—
almost. The little critter was clean but the
cursor no longer moved smoothly on its
horizontal axis.
OK! So get it fixed, right? Three Com-
modore Autliorized Service Centers said,
"Junk it! Buy another one," Which 1 did,
sort of. I did buy another one, but 1 also
sent my first one back to Commodore.
Hurray, they replaced it with a new one
under warranty. They did not, however,
supply me with any answers as to what I
had done to kill my mouse.
While I was waiting for Commodore to
revive Mouse #1, 1 proceeded to use
Mouse #2, This time my master plan was
to clean #2 the same as #1, but do it
much sooner. I wouldn't have to rub or
press the rollers at all. After about four
hours of use, I sort of gently washed the
surface of the rollers. UH OH! Same prob-
lem. Very erratic horizontal cursor move-
ment Mouse #2 was on its way to
Commodore.
I am now sitting here with two brand
new mice waiting to scuny into action. I
have vowed not to let them out of their
boxes until I know exactly how and how of-
ten to clean them.
What am I doing wrong? Please help. I
am a long-time subscriber and would be
very thankful if you would address this
problem in your wonderful magazine.
Chuck Skowalter
Garden Grove, CA
Technical Editor's Response:
A Commodore mouse is an extremely ro-
bust piece of equipment. The one I haue at
home has been slammed, dropped, dan-
gled, strangled, drowned, buried under
books, and had its tail pulled. It keeps on
mousin' right along.
Here's what probably happened to yvur
mouse: In the course of cleaning your roll-
ers you accidentally unseated the horizon-
tal roller. After a few tries and consider-
ably more force than should be applied, I
managed to do the same thing. By ivmov-
ing the mouse's top case, I was easily able
to snap the roller axle back into its bearing.
If your nwuse is not under warmnty, you
might consider removing the top case to
clean the mouse rollers. This gives you bet-
ter access to the rollers without the possibil-
ity of popping them out of their bearings.
For the faint of heart there are convmrcial
mouse cleaners which consist of a ball with
a special surface. A solvent is applied to the
surface and the ball « placed in the mouse,
which is tlwn moved about to facilitate
cleaning.
To the Editor:
I am a Commodore 64 user and want to
buy an Amiga 500 or 2000. These I can
buy here, but some items are unavailable
here or arc rather expensive. Can you
please tell me the address and informa-
tion about a company which can be trust-
ed and that am send the items I inquire to
Saudi Arabia?
KhalidGhaffar
Jeddah, Saudi Arabia
Editor's Response:
Tussey Computer Products offers delivery
to foreign and U£. military addresses. See
their ad opixmte this page for a selection of
mercfiandise. You can write to them at:
'IVP, P.O. Box 1006, State College, PA
16804, USA for infarmaiion on shipping
clmrges to your area.
Correction
A report in our Amiga Desktop Publish-
ing feature (January 1988) mistakenly
stated that Electronic Arts is distributing
DTP programs developed by Ckild Disk.
Electronic Arts is distributing the Com-
modore 64 program. Paperclip Publisher
Gold Disk is distributing their own line
of Amiga software (Professional Page,
ComicSetter, Movie Setter, etc.). For
information contact: Gold Disk, 2171
Dunwin Drive, #13, Mississauga,
Ontario, Canada L5L 1X2.
Ccfflrnnodore
MAGAZINE
Addre.s.s letters for publication (o:
Letters Editor, Commodore iMt^azine,
1200 Wilson I>rive, West Chester, I'A 1*380
Publisher
Julie Bauer
Managing Editor
Jim Gracely
Editor
Sus^n R. West
Technical Editor
Mike RivBrs
Art Director
Gwenn Knapp
Assistant Art Director
Wilson Harp
Art Production
Bob Clark
Production Monoger
Jo-Ellen Temple
Circulation
Kenneth F. Battista
ADVERTISING SALES
Rebecca Cotton Leister
Commodore Magazine
1 200 Wilson Drive
Westchester, PA 19380
(215)431-9259
CommodoflB Mggaiiite, VOIurjie 10, Number 3. Match
19S9,
Commcdote Magazine is publis}ie<j monthly by Commo-
(jote Magazine Inc.. L200 Wilson Driw, West Chester, PA
19380. U.S.A. U.S. subscriber rate is ^5,40 per year;
Canadian suljscriber rate is $45.40 per year; Overseas sub-
scriber rate is (65.00 per year. Questions conceinirtg sub-
sciiptKsn should be difected to Commodore Magaiine Sub-
scription Ckpartment, 6o> 651, Holmes, Pennsylvania
19043. Phone (800) 345-8112, In Pennsylvania (800)
652-2444 Copyright © 1988 by Oommodore Magazine Inc.
All rights resBfved.
CBM. PH. VIC 20, and Commodore 64 are registered
trademarks of Commodore Electronics Ltd. Super PET and
Commodore 128 aretrademartisof Commodore Electronics
Ltd. toiga* is 3 registered trademark of Ccramodore-fimiga.
4 MARCH 1989
^\ ^^ Detroit has seen better days. RoboCop s Special Issue Auto-9, make your way past street
^^"^ A gang of ruthless hoods has tnugs, the notorious Clarence Boddicker and the powerful
overrun the city, and crime is out of control. ED-209 to your final battle with Dick Jones,
s on the streets. Drug trafficking. Corruption Serving the public trust, upholding the law, and
t's so bad a private firm. O.C.R, now runs protectirjg the innocent was never so challenging, never so
:ment. dangerous, and never so much fun as this.
), your job is simple-clean up the city With great graphics and great game action, the future of
avy-duty arsenal of weapons, including law enforcement is ROBOCOP. From Data East.
Now available for Commoa)re 64. Coming soon on IBM Amiga and Atari ST personal computers.
mskST
^ , Data East USA Inc., 470 Needles Drive, San Jose, CA 95112 (408) 286-7074
Screens srtown aic tram arcaflc wspon Cwwi/Kr vsrsim may saty ' '
= 1983 Daia Easl USA. Irvc. RDBOCOP: TM »mS « 19S7 Onon PiclurM Corgoratliin All rlghis reserved OC«in m Odm aie regisiered irademarks et Oceaii Solmaie Mil and Oilon PIcutes Cwpctatlon. teipectivety
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS
Commodore Announces
New Amiga Models
Uommodore has announced
two new models in the Amiga line
of personal computers. These two
computers represent powerful
conflgurationB of the Amiga
2000.
The Amiga SOOOHD starts with
all of the features of the Amiga
2000 such as a Motorola 68000
processor running at 7.13MH2, a
built-in 3,5-inch drive (880K
formatted) and 1 MB of MM. It
then adds Kickstart 1.3, an
Autobooting Hard Disk
Controller and a 44 MB (28ms}
hard drive.
The Amiga 2500 enhances the
Amiga 2000 with a Motorola 32-
bit 68020 processor running at
14.26 MH2, a 68681 math
coprocessor, a 68881 memory
management unit and an
additional S MB of RAM. It also
includes Kickstart 1.3, the
Autohooting Hard Disk
Controller, a 40MB C28ms) hard
drive which Is Preformatted and
pre-loaded with system software,
Suggested retaO price for the
Amiga 2000HD is $2999 and for
the Amiga 2500 is 44699. For
more information, contact:
Commodore Business Machines,
1200 WOson Drive, West Chester,
PA 19380.
The Disc Company
Launches Amiga
Software Search
X he Disc Company has launched a $1,000,000 campaign to acquire
innovative Amiga software programs. Disc Company president
Robert Kotick said, ' 'We are offering independent developers an
attractive compensation package consisting of generous advances
and significant royalties, and because of our fmanolal resources and
marketing talent we expect to attract a number of noteworthy
submissions." All program submissions vrill he evaluated; however,
audio, video, graphics and entertainment programs are of particular
interest. For details irate to: Amiga Softvirare Suhmisslon Program,
The Disc Company, 3135 S. State St.. Ann Arbor, MI 48108.
Worid of
Commodore
JL he second U.S. World of
Commodore will be held Mi^ 19-
81 at the Los Angeles Convention
Center. (See page 58 for a full
report on the first U.S. World of
Commodore held hi
Philadelphia.) Commodore 64,
126 and Amiga developers,
vendors, pubUcatlons and
enthusiasts (as well as
Commodore Business Machines,
Inc.) vrill be available to show off
the latest hardware, software and
accessories for your Commodore
or Amiga computer. Ticket price
is $10 (S8 for students and
seniors) and includes admission
to all seminars, For details
contact: The Hunter Group, 204
Richmond St. W,Ste. 410,
Toronto, Ontario, Canada M5V
IVa Or call: (416) 595-5906.
Viking 1
Uommodore Business Machines, Inc. and Moniterm Corporation
havejomtly released a high-resolution monochrome monitor for the
Amiga 2000. The 19-inch VUdng 1 which has a resolution of 1008 x
800, was designed for such things as desktop publishing, GAD, word
processing and financial applications. The Viking 1 carries a
suggested retaU price of $1,995. For more information contact:
Moniterm Corporation, S740 Green Circle Drive, Minnetonka, MJT
55343, Phone: (612) 935-4151. Or call (800) 343-3000 to find the
Commodore/Amiga dealer near you.
Condnued un page S
6 MARCH 1989
FAST DELIVERy and LOWER PRICES
ONLV FROM •sQtgtjr & Cr Commodore*
0^ Commodore
3i«" DISK DRIVE
C^ Commodore*
^ 64C ^
C" Commodore* 1670
MODEM
1200 BAUD ,i|'' ^^^ :.;
DIRECJilV ^^■-■S-
Includes GE05 & Quantum Link
$129.^
.Jfe
--^j
64CVK/1541 III Drive
64C VK/ 1541 Drive S 18020 Monitor „
....$269
....$489
'^-^'
'mm,
C= Commodore,.,,
1084 COLOR
MONITOR
■ 640 x 400 Re
■ 4 Operating I
$299
C- Commodore*
1541 II
Si/4" DISK DRIVE
640 x 400 Resolub'on
4 Operating Modes
MiGfJAVOX 8762 ■ ■ 640 X E40 Resolulan
■ 3 F.<<idc!s ■ 1 Vr Warrant/ ,
MAGtJAVOX S702 ■ 350 x aso Resoluton
■ rmSiand m I Yf Warranty $179
COMMODORE 1BD2C Color Monitor $199
Software orders over $100 and
Accessories under 6 pounds will
be shipped Federal Express
(Even at these prices) You only pay TCP's standard
shipping charge. OrdGrsarriving before 3:00 PM our
time will be shipped out same day. If part of your
order is backordered the remainder will be shipped
UPS Ground FREEI
To order: No surcharge on MasterCard, Viaaor AMEX M Your cfitdlt card
|9 rtol charged urttll yoyr order 1^ shipped M COO CtfdOrs accqpted with 00
COO leo R We insure your order at roc^Ktra cost to you nShlpptng:3%
or %b rFiinimuni \oi UPS G rou rtd . Cal I lor s hlpjpnng c harges on ExpmaG Air ,
APO.FPO.AK, HI and ^oreffln orders ■ Mali Of ders: We accept money
orders, cartElied checks, and personal chedks. Allow 2 weeks lor personal
and corn pan;^ checks to clear ■ We accept purchase orders from qualilJed
Educational and Corporate Institutions ■ Defective items replaced or
repaired at our discretion. PA defiverifis add 6% sales iax. Prices and
temis subfect 1o change without notice, ALL SALES AnE PENAL.
B W BHM
, PRINTERS
O Commodore"
1351 MOUSE
I Mouse & Joystbit
Operation Ar»»v oe
I GEOS Compatibia $is9.''^
Cr Commodore* 1764
256K RAM EXPANSION ^1^9
liC" Commodore"
128D
■ 12BK Memory
■ Built-tfi 157t
Disk Drive
■ Detachable Keyboard
$439^
Otticfl Aulom^tion/^'''''W,
£ yr. warmnty
1180 NEW! $Call
1191 NEWl $Call
1092 $319
1124 (24-pin) ....$Call
For alt your AMIGA
needs. call tcpl
5t2KHAM
Upgracfe $159
1010 Eirtefiial
Floppy Drive $219
teeo Modem $139
Call tar other AMIGA Products
1 28^ w/Comrn'odore 1084 Color Monitor .....$7lS'
1230 w/Magnavox 8762 Cotor Monitor $679
DISKS
par box of 10 ir. t^^r^'
BONUS DS/DD S6.B5
MAXELL DS/DD $19.95 $9.95
VERBATIM DSTDD $19.95 $9.95
SONY DS/DD $19.95 $10.95
POWER SUPPLIES
Estes forC64 $34.95
Microworkl for 12& - $69.95
BRODERBUND
Bank St. wmerM J29.S5
Pfintthop 64 $25.95
Urtbna V $34.95
CIWS
64 Accounting Syslam ..,,$115,00
126 Accounting System $115,00
DIGITAL SOLUTIONS
PocKet Writa- Didkina/y $11.95
PocJiel WrttBf II 64/528 $32,95
SupBfPak It 64/I2C $57.95
EPYX
Fsstkjad $23.96
LANCE HAFNER
Bashetbaft.Pro Geuds or
CourtsHte CoElega $29.95
Full Count Baseball $29.95
3 In 1 FoottiaK $29.95
n Berkeley
Softwoncs
GEOS 128 $39,95
GEOCak: 128 $39 95
QEOFIIe128 $39,95
GEOPobJish $29.95
GEOWrilB 128 $39.95
GEOS 2.0 $34.95
GEOCak: $29.95
NX-iaoo
(i44dtii(V36NLO) $159
NX 1000 Rainbow
(cciDrprlnier) $229
MX-1000C
(Commoifci'e Inrtace) „„$174
NX-1000C Rainbow
fCominocJore lntef!-^ce.'
Color Prinier) ^ $229
NX-2400 ■.„.,,
(24 Pin Printer) $CALL
PROFESSIONAL SOFTWARE
FIsat Syslam 2+ lor 5*128 ...$47.95
Fleet System 4/128 $47.95
TIMEWORKS
OBlaManaflar/128 $3t.eS
I>esklop PubHshw $39,95
SwIttCalc 12B w/Skteways $32.95
SyMa Porter's Parsof^
Financial Planner 64 $29,95
Word Writer 128 w/SpeBar $31,95
SUPER GRAPHIXJH
Pnnlor Inlarl.ico .$32.95
w/Printor Ifom Tussoy ,,.,,,,$29.95
SUPER GRAPHIX
Inlorfaea w/eK butter
down barJabte fonts $54,95
w/PtinlBr from Tussey $49,95
SUPER GRAPHIX GOLD ,$94,95
w.'Printfjr trom Tu&[]py j^J 95
CHOOSE
YOUR
WEAPON!
NEWl 200 XJ
500 XJ
The Boss
Bat Handle ...
3-Way
.$11.95
-.$14.95
..$12.95
..$17.95
..$22.95
f-,\
OPEN: 8:00AM ' 1 1 :00PM Mon - Frl, rO:O0AM - B:OOPM Sat, 12:00PM- 8:00PM Sun East Coast Tima
TUSSEY COMPUTER PRODUCTS toll
3075 Rpsfmeli Dr. Slatif CoUcgB. PA tSSOl Fat: B14.237-4i50 FREE
1 •800-468-9044
itCp
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS
Grand Prix Circuit
Vf raad Prix OUrcnlt for the Commodore 64 is Accolade's follow-\ip
to their best-selling racing game Tert Drive. This flrst-person
perspective simulation pits you against nine international
competitors on eight tracks for the World Driving Championship
title. There are five levels of play, each requiring more skill than the
last. Graad Mx Circuit retails for SS9.95. For details cont&ct:
Accolade, 550 S. Winchester Blvd., Suite 200, San Jose, CA 95128.
Phone: (408) 985-1700.
Nag Pius 3.0
X oull never forget your mother-in-law's birthday again virith Nag
Plus 3.0 on your Amiga, Nag is a scheduling system from Gramma
Softv;rare that will verbally remind you of up to 99 events per day
using the Amiga's built-in voice capabilities. (Or you can program an
alarm as a screen flash or any of S4 different beUs and whistles. ) You
can enter birthdays, anniversaries and special dates one time on
Nag's perpetual calendar and be notified in advance every year. Nag,
which rum in the background with other Amiga software, vrill even
automatically dial your phone. Nag Plus 3.0 retails for $79.95. For
further information contact: Gramma Software, 17730 15th Avenue
HE, Suite £23, Seattle, ¥A 98156. Phone: (206) 363-6417,
Galactic Conqueror
X itus Software's latest Amiga release is Oalactlc Conqueror. This
high-speed save-the-galaxy arcade game features as many as 40
sprites on screen at once. Titus also claims that Galactic
Conqueror features the "largest sprites ever seen on computer."
The program retails for $44.95. For details contact: Titus Software,
20432 Corlsoo St., C^iatsworth, CA 91311. Or oaU: (818) 709-3693.
Paragon/Marvel Release
JTaragon Softv;are has announced Bplder-Han and Captain
America in Br. Doom's Revenge for the Commodore 64. The first
in a series of programs released under agreement vnth Marvel
Comics, Spider-Man is billed as an "Interactive comic/arcade
adventure.' ' Dr. Doom is plotting to steal a U.S. nuclear missile, and
Spider-Man and Captain America are called in to save New York City,
The program is scheduled for a June release, For more information
contact: Paragon Software, 600 Rugh St., Suite A, Greensburg, PA
15601. Phone: (412) 838-1166,
Rampage
■ '; ■■&■■ A
itivision's Bampage is now
available for the Commodore 64.
Licensed from Bally Midway,
Eampage is a 3D monster-movle-
style action game tor one or two
players. Each player becomes
either a giant gorilla, a lizard or a
wolf and makes his way across
the countiy through 157
different cities and skylines.
Bampage carries a suggested
retail price of $34,95, For fiulJier
details contact: Activlslon, 3885
Bohannon Dr., Menlo Park, CA
94025. Or call: (415) 329-0800,
Mac-
Arthur's
War
Jjlectronlc Arts' Strategic
Studies Group has released
MacArthnr's War, a
Commodore 64 simulation of
eight battles from the Korean
war. The game Includes SSG's
Warplan which allows you to
revise the course of history.
HacArthnr's War carries a
suggested retail price of $39,95.
For more information contact:
Electronic Arts, 18S0 Gateway
Dr., San Mateo, CA 94404. Phone:
(415)571-7171.
Dream
Zone
X ou are a prisoner of your ovra
dreams in Baudville's latest
release for the Amiga, Dream
Zone. A mad scientist has locked
you In your dream world, and you
must use all your resources to
find the source of your
nightmares and overcome the
dream state. Dream Zone is
available at a suggested retail
price of $49.95. For further
information contact; Baudvllle,
5360 52nd St„ SE, Grand Rapids,
MI 49508, Phone: (616) 896-
0888,
Double
Dragon
iijcadia has developed a
Commodore 64 version of the
Kung-Pa arcade game DonMe
Dragon. The game pits twin
brothers against a gang of street
thugs who have kidnapped one
brother's girlfriend. Like the
coin-op version, two players can
simultaneously battle opponents.
Double Dragon, distributed by
Electronic Arts, retails for
$34,99. For more information
contact: Electronic Arts, 1820
Gateway Dr., San Mateo, CA
94404, Phone: (415) 571-7171.
Continued on page 10
8 MARCH 1989
Pirates Continue To
Vfia. Awards!
r' • A- "•'fH; ■-.-'tifis''n-^i|.:t^".^T <f-7.i,.''iii'-:-.Vi
■y
* Best Screen Graphics
te 1988 Origins Awards
R presented by the Academy of Adventure Gaming Arts and Design
* Best Fantasy or
I Science Fiction Game
g 1988 Origins Awards
& presented by the Academy of Adventure Gaming Arts and Design
* 1988 Action Game
i Of The Year
sW
Computer Gaming World
UO>N
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m^^"":
Compa^
AtoVes
and ^PPl
I'Ur.HlH fdf'
^ATES!
IBM/ Tandy
ACTUAL SCREENS MAY VARY
Macintosh
■LUiff
m>'
iT2^
C-64/128
:^'T:i
» •
A^>:
iiti^^-if;
160 LAKEFRONT DRIVE • HUNT VALLEY, MD 21030
M«w tw MaCJNTtOBh Wso hw ttoJ-PC^and^djmpatifalea. Apple l«5S, ilc
iSStillo.CwiimciawoM'ia
iHnOPJUIM'CjHOOl) ??1 nil »Bi!*aaf5Banilo5(ml;3l
onw Br MCVIS* w m»l cnest.-aami woet Iw M< 95 (speolj 8.!*
mn tot leui u S lixm unl, HO mdHU HU SS vun Up F'm
•NppnairUSWMaiitmiiiflnai Mm 13 weeks 10 US iteowtr
For (mmediare Inloimaiion onihis antf oltief MicfoPrase ptoetuefs: JoJn our maPmg Ssl by Yimling to: MooProse SoWrs. Department TlM.ISOLakelrom Drive. Hum Valley. MD 2 1 030
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • N
The
Ultimate
Gambling
Casino
Simulation
JJonald Trump's name seems to
te on everything these days,
Inclutllng this new casino
simulation for the Commodore 64
and Amiga. The package also
contains S300 worth of coupons
for services at Trump Castle
Hotel and Casino in Atlantic Clly.
In addition, Intracorp has
included blackjack, roulette,
craps, keno, video poker and slot
machine simulations, so you can
get your stratsgy dovra before you
hit the boardwalk. The game
follows New Jersey Casino
Control Commission rules
(except for keno and poker— not
played in NJ), The Amiga version
retails for $39,95, the
Commodore 64 version for
134.95. For more information
contact: Intracorp, Inc., 14160
SW 139th Ct., Miami, FL 33186.
Or caU: (305) 252-9040.
ProFonts
iv ew Horizons' ProFonts Volumes I and n contain additional
fonts for use with the Amiga word processor, ProWtlte, Volume I
consists of professional fonts for correspondence and reports;
Volume II includes more decorative fonts. Both packages can be used
with other Amiga programs such as DPalnt n and PageSetter.
PcoFoDts Tolmnes I and n are sold separately for $34.95 each. For
ftirther Information contact: New Horizons Software, P.O. Box 43167,
Austin, TX 78745. Phone: (512) 328-6650.
Magellan Contest
Commodore PC40-lli
Oommodore has released the PC40-in personal computer. This is a
PC/AT-compatible computer with a high performance, 12 MHz 80286
mioroprocessor. Features Include a 101-key enhanced AT keyboard,
1.2 MB 5 1/4-inch floppy, fast ( 19ms) 40MB hard drive, 1 MB HAM,
built-in VGA video adaptor, three available PC/AT- and one available
PC/XT-compatlble expansion slots and built-in parallel, serial and
mouse ports. The PC40-in comes complete vrith MS-DOS 3,30 and
GWBASIC 3,22.
Suggested retail price is $8395. For more information, contact:
Commodore Business Machines, 1200 Wilson Drive, West Chester, FA
19380.
'SsSSS^^SS
Writer 64
X imeworks. Inc. has released
QEOS Writer 84, a QE05-
compatlble word processor. The
program Includes a 100,000-
word spell checker, WYSIWYG
previevf mode, mall-merge
capabihty, and compatibility with
geoPalnt and geoWrite. Backed
by Thneworks' money-back
guarantee, GBOS Writer 64
retails for $49.95. For more
information contact: Timewrorks,
Inc., 444 Lake Cook Rd., Deerfleld,
IL 60015. Phone: (312) 948-
9200.
E
merald Intelligence is sponsoring a contest for users of their
Ua^eUan expert systems software. A grand prize winner in each of
three categories (Most Productive, Most Creative and Most Bizarre
Applications) will receive a Ma|eUan Developer Package and
Moniterm monitor (total retail value $3000). Two runners-up in
each category will receive a Magellan Developer Package (total
retail value $1000). Deadline for entries is June 1, 1989. The
winners will be announced at AmiEXPO Chicago in July. For contest
rules contact: Emerald Intelligence, 344 S. State St., Ann Arbor, MI
48104. Or call: (313) 663-8757.
Red Storm Rising
Ultimate Challenge
MarchSlisthedea^meforyouren^^^^^^^^^^^
ra^^p^rrrr^^^^^
r?o1etthehighestpossibleERyoumustchoose the Ultimate level
in 19B4 with aPermit class submarine^ ^^^^^
. TlmelsoneofthefactflrsmyoymHyoucompiew
. i„t „f time fltaiktna running and cnasing, juu uub^"
spent a lot of tnne stamng, rm b ^^
want to replay it to gi
et the time down and increase your tit.
10 MARCH 1989
L''dRE'=aiir^i9i
Not availsbia at youf locsl telailef? Call 1 BOO-SSS-iSas (Sain (o Spm ESTl lor ViSAMC ortlare: of maH checWmoney ofd«f (U.S. S) to
ORIGIN. ee-B HafvBy Road, LoniJondwry. *IK 0OOS3. AH versions $ZS.9£. Allow ] -2 w«iks (of deBvaty,
Compiled by Louis F. Sander
rkis montli we have nome interesting discoveries about file-
names and disk directories, plus the usual assortment of tips
for all areas ofmmputing. We've even got one from tlie People's
Republic of China!
Regardless of where you live, we're interested in seeing your
tips. Send them to:
Louis F. Sander
P.O.BoxlOWn
Pittsburgh. PA 15237
Don't forget to enter the programming contest!
Programming Contest
As we announced last month, we're running a contest to find
short and useful reader-written programs for Commodore com-
puters. Here are the rules:
1. Programs must serve some usefid purpose outside the world
of computers. Programs for science, math, business, education,
household calculations and similar uses htm acceptable. Games
and computer utilities are not. Of this month's programs, only
VCR Label Printer would fit in the "usefiil" classification. No-
tice that its purpose is not related to computers.
2. Programs must be shorter than four blocks on the disk. If
the directory says one, two or three, they arc OK. If the directory
says four, they are too long. Most three-block programs are
shorter than 25 lines, but everything depends on the length of
the lines.
3. Entries must be submitted on a disk, accompanied by a list-
ing and instructions. Sorry, we cannot return this material to
you.
4. Judging will be based on usefulness, originality and overall
user friendliness. The best program will be featured in "Tijis &
IVicks" and will iieceive a prize of $100. The best of the others
will be published and paid at our usual rates.
5. Entries must be postmarked by midnight, March 15, 1989.
Send them to me, at the address at the head of this column.
Louis F. Sander
Pittsburgh, PA
VCK Label Printer: Video cassette recorders are everywhere to-
day. As they say, "How did we ever get along without them?"
Since videotapes are often used over and over, the labels that
come with them are soon cluttered and virtually useless. This
program uses your printer to create a neat little form which can
be used in place of the label and kept inside the box.
The first column of the label Ls for the starting index on the
tape counter. A finishing index is not needed, as it is the same as
the starting index of the next program on the tape. The second
column is for the name of the program, and the third is for the
playing time, a useful thing to know.
Ralph H. Rethoret, P. Eng.
North York, Ontario
Canada
100
110
120
130
140
150
160
170
180
190
200
210
220
REM VCR
OPEN 3,
:C$=" [S
INDEX"
PRINT 13
PRINT#3
[CMDR R
[CMDR S
PRINTIt3
[SHFT -
SHFT -1
PRINTU
[SHFT +
[SHFT -
FOR J=l
PRINTtf3
[SHFT -
[SHFT -
PRINTn
[SHFT +
[SHFT -
NEXT
PRINTf3
[SHFT -
[SHFT -
PRINT#3
[CMDR E
[CMDR X
CLOSE 3
LABEL PRINTER - R. RETHORET
4:B$ = "[SHFT *5] "
PACEfi] " :DS="VIDEO CASSETTE
,C$; " [SPACE 31 ";D$: PRINTS 3
," [SPACE 2, CMDR A] ";BS;"
] ";B$B$B$; " [CMDR R] ";B$; "
1 "
, " [SPACE2,SHFT -] START
, SPACES] TITLE [SPACE7,
TIME [SHFT -] "
," [SPACE2,CMDR Q1";B$;"
] ";BSB$BS; " [SHFT +] ";B$;"
1"
TO 12
, " [SPACE2,SHFT -] ";C$; "
1 ";C$C$C$;" [SHFT -] ";C$;"
]"
," [SPACE2,CMDR Q]";B$,-"
] ";B$B$B$;" [SHFT +]";B$;"
1"
, " [SPACE2,SHFT -] ";C$; "
1 ";C$C$C$; " [SHFT -] ";C$;"
1 "
," [SPACE2,CMDR Z] ";B$; "
] ";B$B$B$;" [CMDR E]";B$;"
]"
Eliminating Leading Spaces with STRS: We're students of high
school attached to Tiinghua University in Beijing, and we're en-
thusiastic readers oWommodore Magazine. We like the "Tips &,
Tricks" column very much, because most of the tips are interest-
ing and helpful to us. We've just found out a tip about STR$.
Here it is:
When you ase the STRS fimction to convert a number to a
string, the computer always makes a little trouble for you. For
12 MARCH 1989
Tips & Tricks/64 and 128
example, if you run:
10A$="1234"
20B$=STR${5678)
30 PRINT A$ + B$ the screen will show:
1234 5678
A space appears between the two numbers. How to avoid it?
Add this tine:
25 B$ = RIGHT$(B$,LEN(B$)-1)
Then running the program will show you:
12345678
There is no space between the two numbers. The original
problem arises because the S^rR$ function returns a string that
has a leading blank in the position where the number's sign
would be. If t!ie original number is negative, there will be a mi-
nus sign in p!aa» of the leading blank.
Qiyong Bian & Chen Jiao
Tsinghua Univemity
Beijing, China
Invisible Filename: This makes it impossible to see a file's name
in the directory, and makes that file very tough to scratch. It
only works for one file per disk. When you save the file, just put
a colon at the end of the filename, Uke this:
SAVE"filename;",8
The trick doesn't work with the DSAVE command.
Sean Peck
Pittsburgh, PA
Using Variables in BASIC 7.0 Filenames: The various com-
mands for saving and loading will return a syntax error when
you try to use a string variable such as AS in place of a filename
inside quotes. The problem arises with DSAVE, DLOAD,
BSAVE and BLOAD, for example, when you try something like
this:
100 A$ = 'PROGRAM #1"
110 BLOAD A$
You can get around the problem by using the following qoitax
instead:
no BLOAD "" + A$
Something about adding your variable to the null string makes
it much more attractive to the computer.
Howard Melton
Saffell,AR
128 unSCRATCHal)le Files: The iSCRATCH command will not
work with any file whose name begins with the («' sign. You can-
not make such a file using the DSAVE command, but the follow-
ing syntax will create one:
SAVE "(<fcfilename",8
Jeffrey C. Johnson
AllensvUle, PA
128 Easy Program Loadinj^ Here's a one-liner that lets you load
programs fiom the directory listing on the screen:
10 KEY2,"DL0AD" + CHR$<27) + CHR${75) +
CHR$(20) + CHR3(20) + CIiR$(20) + CHRS<13)
When you run the program, the F2 key is redefined. After the
redefinition, use the DIRECTORY command to fist the directory
onto the screen. Move your cursor to the start of the line that
contains the program you want to load, then press the F2 key.
The program will load in a flash!
The KEY listing for F2 is an interestii^ conversation piece. It
looks like a S3Titax error should be generated, and it does not re-
veal what F2 actually does. (After running the program, enter
KEY2 and see what I'm talking about.)
Jim Willis
Tkxarkana, AR
128 Easier Program Loading: When you save a program, end
its name with a shifted space and a colon, jnaking sure it doesn't
run over 16 characters including the space and the colon. %
load it, just list the directory to the screen, move the cursor to
the beginning of that program's line, then press F2.
Victor Palii2zi
Athens, TN
128 DOS Shell Dircclorj' Printouts: When using the DOS Shell
program, you can get a printed copy of a disk's directory by
pressing F3 when the directory is displayed for any of that pro-
gram's activities (copy files, rename files, delete files, etc.)
Brian Noggk
House Springs, MO
Directory: This program reads the directory from disk and sends
it directly to the printer. It was, of course, written with extensive
use of the 1541 disk drive manual, especially the tables map-
ping the layout of the directory file,
Mark Riedel
Lombard, IL
100 REM DIRECTORY BY MARK RIEDEL
110 OPEN 15,8,15:PRINT#15,"I0"
:CLOSE 15
120 FOR A=l TO 4:READ AR$(A):NEXT
:DATA"SEQ" ,"PRG" ,"USR" ,''REL"
130 OPEN 1,8,2, "$" :OPEN 2,4,0
:FOR A=2 TO 143 iGETftl , A$ :NEXT
:N$=" DISK: "
140 FOR A=144 TO 161:GETI1,A$
:IF A$<>CHR$(160) THEN N$=N$+A$
150 NEXT
155 GETS1,I1$,I2$,A$,0$,S$
: PRINTJI 2 , N$ ; " , " ; II $ ; 12$; " ( " ; 0$ ;
S$; ") " :PRINTJt2,
160 FOR A=167 TO 255 :GETtt 1 , A$ :NEXT
170 FOR A=l TO 8:GETltl,TY$,A$,A$:N$ = ""
180 IF ST THEN 270
190 IF TY$="" THEN TY$=CHR$ (128 )
200 FOR B=3 TO 18 :GET#1 , B$ : N$=N$+B$
:NEXT
210 GETU,B$,B$,B$,B$,B5,B$,B$,B$,B$,
L$,H$
220 LO=ASC (L$+CHR$ (0) ) +256*ASC
(H$+CHR$(0) ) :IP L0=0 THEN 250
230 A$=STR$(LO)
240 IF ASC(TY$)>128 THEN PRINT#2,A$,-
SPC(5-LEN(A$) ) ;N$;" ";
AR$ (ASC{TY$)-128)
250 IF A<8 THEN GETI 1 ,TR$ ,SE$
260 NEXTiGOTO 170
270 CLOSE 1,2:PRINT«2,CHR$ (12) :END
ftl Horee Race: Now you can feel the excitement of horse races
in the comfort of your own chair and without the fear of losing
actual money. At the begirming of each session, you start with
$5(X)cash. Continued on page 70
COMMODORE MAGAZINE 13
o u
Compiled by Louis F. Sander
TTere's our latest collection of stunning game tips. Many of
jn them work on the 64, 128 andJor Amiga, in addition to
those ' 'unknown' ' brands such as Appk, Atari and IBM.
Though we run a first-rate mine, you must always be akrt for
fool's gold. Since contributors send iL<i so many great-looking
nuggets, and since there are only 24 hours in our day, we have no
umy of testing every tip u>e print. Also, manyoftlie tips require
skill as well as knowledge, or work as described only on one vari-
ety ofmach'me. In other words, don't be too upset if a given nugget
doesn't work for you.
If you have useful game tips of your own, write them up and
send tfiem in. Our address is:
The Gold Mine
P.O. Box 101011
Pittsburgh, PA 15237
Please use a separate sheet of paper for each game, and combine
all tips for one game onto a single sheet. Put your name and ad-
dress on every sheet you prepare. Combine all slieets into one en-
velape and send it in.
Neatness counts, and we prefer tips to be typed or printed, dou-
ble spaced, on 8 '// X 11" paper. Handwritten tips are acceptable,
but /ess liiely to be chosen for publication. Whatever )vu do, do
not put ^mtr tips on little cut-up strips of paper or on sheets torn
out of spiral rwtebooks.
If you can't get enough of the ' 'Gold Mine,' ' you'll be pleased to
know that we're planning a ' 'Gold Mine' ' book. As you read these
words, we're negotiating a contract for a reprint ofeveryihing
that's appeared in the column to date, plus hundreds of new and
better items. We'll lieep you posted on developments.
As always, when yvu savor this month's offerings, or when you
anticipate ourfidure works, remember that world-famous
motto— Gold Mine Rules!
Aliens: You can skip a level and confront the queen by pressing
the up arrow and EESTORE after each of the different screens.
But to defeat her, you must successfblly complete each screen
level or enter the status code for successful completion.
For those who want to confront the queen tmd destroy her
right away, enter one of these status codes when the program
prompts you for it: 5893D, 95 + 3F, 6483E, 6373H.
Christopher M. Rivera
Ft. Wainwright, AK
Axis Assassin: Go to the center lane, halfway down, and clear it.
Pour shots down the lane, desttx)ying anything coming or going.
When the lane is totally clean, do an about-face and destroy the
accumulation of enemies on the edge. Quickly do another 180
and clear the oncoming bare. This should get you through tlie
first couple of waves.
Matt McLaine
Walterboro, SC
Aztec Challenge: On the stairs, tiy to stay in the middle. This
will prevent you from getting trapped on one side.
Jason Bardanxa
Sanfotd, ME
Barbarian; The best way to go on to the next board is to chop off
your opponent's head, Tb do this you must press the button and
push the joystick to the left.
Lenny Vaysberg
Brooklyn, NY
Beach Head: On the third screen, ailer destroying all the ships,
continue shooting until the drive is accessed. You'll get 2000
points a shot
j Hong Yu Tung
\ New York, NY
; Bounder: Here are a few good items the instructions don't tell
you about: The basketball bouncing on a backboard is worth 20
jumps. The bee and microchip that float down the screen's center
are worth a lot, too.
Justin Stephenson
Evansville, IN
Bulldog: If you want to win eveiy time, get one F, one B, one I,
and a forward S. Here are the meanings of the letters:
B — Blaster fire (continuous)
D — Destroy your abilities
F — Fighter shape changels)
I — Immunity from shots
S — Speed (Forward = increase, Backward = decrease)
Matt McLaine
Walterboro, SC
14 MARCH 1989
Gold Mine
Bum in' Rubber When you play this game, you have to scratch
as many cars as you can. Then you get 500 points for each car
you scratched. One day I decided not to scratch any cars at all,
and I got 50,000 extra points! Since you get an extra life when
you reach 100,000 points, my discovery lets you get bonus lives
very easily.
It's difficult not to touch any cars, but if you practice it be-
comes easier,
Amaud Wksmann
Jongny, Swiiserland
Comics: In the underwater river, you can get fresh air and avoid
the turtles by staying near the top of the cavern.
Contributor Unknown
Dark Castle: If you're frustrated at the hero's slow foot speed,
why not jump instead? Hold the joystick either left or right, then
prras the fire button to do a long jump. It saves time and gets
you away from the nasties much quicker.
Jay Spagnolo
West Warwick, Rl
Demon Stalkers: Some items are just not worth going after, but
never pass up an artifact. They're rare, but usually scrolls will
hint at the location.
Don't pick up too many keys, because you won't be able to
pass a passage blocked by a key. If monsters appear from no-
where, don't panic— it's only a hidden Vortex.
Watch out for Levels 65 and 66, since it's very easy to get lost
in the Matrix.
Steven Gabaris
Flushing. NY
Fairlight: If your Life Forre runs low when questing for the
Book of Light and you need to get past an Ore guard, drop a
goldbag in the room. The Ore will go after the bag and leave you
alone.
Youll need the Crown to get the Book, and be careful not to
drop the Crown in a room with Whirlwinds — they'll take it and
almost anything else that isn't guarded,
Brian Proefrock
Port Crane, NY
Friday the 13th: A sure way to get Jason is to stab or shoot ev-
ery person you see. When you finally hit the disguised Jason, he
vrill tum into a person dressed in black, and hell very likely at-
tack you.
Christian Enescu
Address Unknown
Gridrunner II: On Attack of the Mutant Camels, you can jump
to the next level by pressing the CTRL key, the COMMODORE
key and the fine button at the same tune. You also get the mys-
tery bonus.
Mark Horchler
Ellsworth, ME
Guild of Thieves: For a quick way to enter the castle, go to the
scrub and type in "help old man." After he has entered the cas-
tle, type in "go to castle." You will be in the castle.
Tbm Bray
Addres.1 Unknown
Gunship: If your engines get hit, autorotate until you are about
300 feet ofi'tiie ground, then use your collective pitch to land a
htde less raughly. If you have a fast load cartridge of some sort,
don't leave it in when you load the game.
Patrick Williams
Buck^,AZ
Hardball!: There is an easy way to throw runners out even
though the ball is hit to the outfield. If the ball is hit to the left
field, throw the bal! to third base. If the ball is hit to right field,
throw the ball to first base. Never throw the ball to second base,
as it always takes longer for the ball to get there.
If you are in a two-player game, this routine could help you
catch a baserunner trying to get an extra base!
Eric Chan
Dallas, TX
Howard The Duck: When things get tense and you need a
break, just pause the game. (Commodore 64: F7, Apple: space-
bar).
When fending off mutants in the Advanced and Expert
modes, timing is crucial. Knock off individual mutants as soon
as you can, since it's the only way you'll ever get closer to their
mounds. When up against the currents with either Jet Pack or
Ultralight, try to move only up or down. If you try to move left or
right, you'll become more easily entangled in the currents.
If you are swarmed over by mutants, remember that you can't
destroy one unless they are all spinning.
Finally, when you're flying the Ultralight, move only up and
to the right continuously to find the best path to the volcano.
DanHartensveld
Wayne, NJ
Jumpman: If you have used the Jumpman immortality pro-
gram and you want to get out of a level that's too hard for you,
just press RETURN and you'll be back at the main menu.
Nelson Yung
Winnipeg, Manitoba , Canada
tiane: On screen one, try to kill as many birds as possible with
one arrow; you will get more peace tokens (which are lives) and
arrows.
For screens two and four, use Fl to start over if you crash on
your horse.
On screen four (horse ride two), go at the same speed as the
train imtii you clear the first two obstacles. Then go iiill speed
ahead!
James Reese
Address Unknown
Legacy of the Ancients: It is best to close down the gambUng
house and then rob the town. Of course, you must first be strong
enough to loot it. Level 2 or higher is good enough, but if you are
not there you should have at least 50 Fircbolts and Magic
Flames.
F you're not ready, but want to rob the town anyway, go up to
a Merchant and kill him, but do not move. Then select the Rob
option. Next, without moving, e;dt the town by choosing the
Leave option. You won't be caught and will be able to return
without being chased out.
Alkn Morano
BarstOW, CA Cnnliimed on page 111
COMMODORE MAGAZINE 15
Presenting the Red Storm Rising™ Ultimate Challenge
inna1MpforTE7®to
Wow Red Storm Rising ~ the gripping World War ill
submarine simulation by MIcroProse Software for the
Commodore 64 — is more exciting than ever. Your skill as
Captain of a nuclear attack sub in the North Atlantic can win
you and a companion an unforgettable visit to Great Britain!
Micro Prose Software and Commodore Magazine have
convened a Board of Naval Examiners to find the Admiral of the
Fleet — tfie very best fled Storm Rising nuclear submarine
commander in the world.
Grand Prize
In September, 1989, the Red Storm Rising Admiral of the Fteef
and a companion vifill travel on a 7-day expense-paid travel
award to Great Britain. They will visit Dunoon, Scotland, home of
the US submarine base at Holy Loch from which Red Storm
Rising players operate. Then it's on to London, where they will
marvel at the huge, international 1989 Personal Computer Show.
The Admiral of the Fleet will also win a complete library of
current MicroProse Software titles for tiie Commodore 64, a one-
year subscription to Commodore Magazine, and Red Storm
Rising materials autographed by Tom Clancy, author of the best-
selling novel. Red Storm Rising.
Contact Screan
Prizes for Runners-Up Tool
The First and Second Runner-up Vice Admirals wiil receive a
Commodore 128-D Computer System, a complete library of
current MicroProse Software titles for the Commodore 64, a one-
year subscription to Commodore Magazine, and Red Storm
fl/Sf'ng materials autographed by Tom Clancy.
Another seven Vice Admirals will receive a complete library of
current MicroProse Software titles for the Commodore 64, a one-
year subscription to Commodore Magazine, and Red Storm
Rising materials autographed by Tom Clancy.
Strategy
First, send for your Official Log Form and complete Rules (see
"To Enter" on next page). Then, start playing the full Red Storm
Rising campaign game and learn to achieve maximum Efficiency
Rating (ER). (For your initial entry and first round of competition,
your best campaign will be the campaign with your highest ER.)
Learn how to protect the ER of your campaign in progress by
choosing the "Computer Log" option at the "Contact Screen"
preceding each battle, and then saving your game. (The
"Contact Screen" is shown at right.) II your performance does not
meet your standards in the ensuing contact, you can re-play it
(before going on to another battle) without losing your previous
score. On the Oftlcial Log Form you will fill in the details of each
of your most successful battles in your best campaign. Before -^ .-
you fill out the form, you might make photocopies so that you can vjOmtllOClOllG
keep trying for higher and higher ERs. m a g a z i tJ E
Coiiiiinter
Stamlallon.
Based On
Ilic#i
PROsff
-'■uia
sponsored by Commodore Magazine and MicroProse
Seodand&lii^laiMl!
Ovnoon, Scotland with a 14th US Navy SubnlanniS
Squadrcjn ^ip and tloaCng dock jn the Hoiy Lodi:.
1. Obtain an Official Log Form and the complete Rules by
sending a letter or postcard as soon as possible to the Red
Storm Rising Board of Naval Examiners, 180 Lakefront Drive,
Hunt Valley MD 21030. (Several pre-addressed postcards tiave
been Inserted into this edition of Commodore Magazine.)
2. Submit your final game save disk (one disk only) and a
completed Official Log Form from your highest-ER fled Storm
Rising Campaign to: Red Storm Rising Board of Naval
Examiners, 180 Lakefront Drive, Hunt Valley MD 21030. Your
entry must be received not later than March 31 , 1989.
Naval Operations: Orders
The Board of Naval Examiners v^ill make every effort to ensure
that the fled Storm Rising Ultimate Ctiallenge is a fair
competition and a meaningful test to al! who enter. As you
proceed into the higher levels of competition, the Board of Naval
Examiners will advise you of specific examination procedures.
The Timetable
March 31, 1989 Deadline for Board of Naval Examiners
to receive Official Log Form and final
game save disk from Entrants seeking
promotion to Admiral,
During this w/eek, the Board of Naval
Examiners v/ill select 15 Rear Admirals
from among All Entries received.
During this week. Appointments will be
set for 15 Rear Admirals to be
interviewed via telephone, by the Board
of Naval Examiners.
During this week, the Board of Naval
Examiners will interview the 15 Rear
Admirals, and grant promotions to 10.
Ten (10) Vice Admirals will compete In
the Red Alert War Game for the right to
be called Admiral of the Fleet.
Verification Process Begins; Vice
Admirals return records from the Red
Alert War Game.
Late Sept., 1989 Admiral of the Fleet and a companion
depart on their 7-day travel award to
Scotland and England.
Keep your calendar open for alt steps in the Timetable.
April 3, 1989
AprlMO, 1989
April17, 1989
April 30, 1989
(Red Sunday)
May 1,1989
Corrmodore 64 is n regisle'ed Er^dornarK
o) ComrriodorB Elec[ror^ics Lirnited.
H&d S'.orm Rising by Tom Clancy D 1966 by
Jack Ryan Enlerprises LW. and Ljrry Bond
Watch the News Section of Commodore Magazine for
ll/lore Information on the Red Storm Rising Ultimate
Challenge. I
64 AKD 128 SOFTWARE REVIEWS"
Red Storm
Rising
Computer: Commodore 64
PublisKer: MicroProse
180 Lakefront Drive
Hunt VaUey.MD 21030
Medium: Disk
Price: $44.95
In the quiet cold of the Norwegian sea, a
Soviet task force passes before an un-
noticed, quiescent observer. It is an im-
proved Los Angeles class nuclear subma-
rine armed to the teeth with the latest in
conventional submarine armament. At
the proper moment, you — the skipper —
unleash a sOent lethal visitor, an Mk48
'Swimout" torpedo. Quietly, you order
your sub to dive beneath the ocean's sur-
face duct to fiirther evade detection as you
wait for your weapon to seal the fate of a
Soviet Kashin class anti-submarine ship.
Red Storm Rising is MicroProse's real-
time submarine warfare simulator based
on Tbm Clancy's best-selling novel by the
same name. Tlie complexity of modem
submarine warfare as portrayed in the
book is impressively reproduced with real-
time tactical displays, animations and
stills.
The game is split into 11 different sce-
narios which allow the player to get his
"sea legs" and practice different strategies
and tactics before taking on the "ulti-
mate" World War m/Red Storm Rising
scenario. You can choose one of four time
frames between 1986 to 1996 wherein
technology and hardware have changed
for both the Americans and the Soviets.
You then select one of five submarine
classes, each of which has different capa-
bilities and weaponry, or you can have one
assigned to you by the Naval Military
Personnel Command. You have the option
to chofse the level of challenge for the sce-
nario you will select. "Introductory" for be-
ginners gives you a damage-resistant sub
with an experienced crew. The enemy is
easier to find and track. "Normal" for ca-
sual gaming, features a more destructible
sub and a tougher enemy. "Serious" gives
you a more inteUigent, skillfiil enemy and
a more difficult game. "Ultimate" gives
you more "realistic" survivability, a clever
enemy and the necessity of identifying a
vessel's "acoustic signature" yourself.
Reviewed by Mike Rivers
r
The complexity of
modern
submarine warfare
as portrayed in i
the book is [
impressively [
reproduced
with real-time t
tactical displays,
animations
and stills.
For srenarios, there are two training ac-
tions against a sub or a surface ship, nine
battle simulations which feature different
combinations of ships and subs, and, of
course, World War IH in the Atlantic: Red
Storm Rising.
Animations fill you in on the action
leading up to conflict from the novel. Then
your mission orders are given, and you
choose the type and amounts of arma-
ment you'll use. For the Red Storm Rising
scenario, you are shown the "Strate^c
TVansit" map. How you use this map will
detennine your speed, depth and orienta-
tion to the enemy when the scenario
starts. After engaging the enemy (it's best
to quietly lay in wait for them if you can),
the screen svritches to a tactical display.
From here you control all your sub's detec-
tion, evasion and weapons systems. Weap-
ons systems can include three types of
Mk48 pragranmiable, wire-guided torpe-
does, harpoon undenvater guided mis-
siles, Tbmahawk anti-ship and land at-
tack missiles. Sea Lance/Mk50 missiles
and FIM-92A Stingets. Some weapons
and sub classes are unavailable during
(^rtain time frames. Sensors include ac-
tive and passive sonar, towed array, active
and ESM radar. Missiles and torpedoes
must be loaded before being fired, and this
takes some time. This feature really adds
to the fim when you find you've forgotten
to load your tubes, and you discover you'd
I I T
':•'::<:•. :•:.•:.■"•-: -.V-:-'^:---: V v t.:
^ •v•c/^-.■;^•:./^
really like to fire something right now.
Displays can be zoomed in and out,
maps overlayed, decays and "noise-
makets" deployed, and a host of other
functions activated, all of which under-
score the abundant detail included in Red
Storm Rising.
Divided into three sections, the manual
is superbly written. Reading it is as much
fun as playing the game. Part One, the
Operations Manual, describes the various
starting options and rontrols. There are
succinct, easy-to-understand descriptions
of weapons, detection and evasion systems
interspersed with useful technical infor-
mation regarding their capabilities. This
infonnation is also summarized, high-
lighted and conveniently located through-
out the text.
Part Two, the Captain's Manual, has a
briefing on the Norwegian Sea theater.
This is a particularly interesting descrip-
tion of the geographic and oceanographic
con(^ms of a nuclear sub conunander in
northern Europe. The "Strategic Maneu-
vers" section describes classic techniques
for finding and engaging the enemy and a
discussion of the composition of Russian
task forces. "Use of Sonar and Sensors" is
replete with short technical descriptions of
sonar response strategy in a variety of sea
conditions. "Weapons and Attacks" con-
tains practical suggestions on tactical use
Continued on page 73
18 MARCH 1989
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Just look at some of Phoron Paint 2.0's fea-
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•4,096 Color Palette • Page Flipper
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• Stencil •Fill Pol>'gon •RGBandHSV
•And Photon Paint is fully compatible with
the Photon Video Scries and most third
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This is what the critics said about Photon
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"Photon Paint is an essential part of the ideal
Amiga graphics studio." Roger Goode,
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graphics." Louis Markoya, Amiga Transactor
"...this program is dynamite and is a must
have for every graphics affecianado." Mark
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"Photon Paint is without a doubt the most
complete painting program a\'ailable for the
Amiga..." Lewis Tillc7, Your Amiga
Ptioton Paint is a trade nurit of MiLmllluslons
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64 AND 128 SOFTWARE REVIEWS'
Reviewed by Scott A. May
Fast Break
Computer: Commodore 64
Publisher: Accolade, Inc.
550 S. Winchester Blvd.
Suite 200
San Jose, CA 95128
Mediuni: Disk
Price: $29.95
More than any other software genre,
sports games are genuinely com-
petitive among themselves. One game al-
ways sets tlie pace for others to follow and,
hopefully, surpass.
With Fojit Break, Accolade takes a solid
shot at the current champ — Gamestar's
Tluo-on-Two—aiid nearly grabs the title.
Designed by veteran Steve Cartwright
(Hacker, Aliens), Fast Break represents a
slightly flawed but tremendously enjoy-
able effort.
The game loads in a flash and inmriedi-
ately displays three play options: quarter
length (three, six, nine or twelve minutes),
team selection (one or two players), and
game mode (competition, practice or Play-
maker).
Pick fast to avoid prolonged exposure to
the game's obnoxious "sound track"— a
dull, skull-pounding simulation of feet
stomping on bleachers. Authentic per-
haps, but about as enjoyable as the
screech of fingernails on a blackboard.
The two "house" teams— the Slammere
and Jammers — feature a roster of six
pi ay ere, each with unique strengths and
weaknesses. Some are mastere of the out-
side shot, while others perform best under
the net. Some are crack ball handlers and
others, well, cross your fingers. Although
two players are trained for each position —
center, guard and forward — coaches can
only activate one at a time to fill their
three-man lineups. Ideally, both teams are
evenly matched. Only time will tell which
team feels right for you, and what combi-
nation of playere works best.
The program keeps a watchfiil eye on
each player's performance throughout the
game. Statistics are kept on field goals,
personal fouls, steals and tumovere. Play-
er substitutions are made during time-
outs (six per game) and at the end of each
quarter.
One of the top advantages of having
three players per team is the ability to ex-
ecute pro-style play patterns. In this area,
Fast Break outshines the competition,
One of the top
advantages of
having three
players per
team is the
ability to
execute
pro-style play
patterns.
THURMOND -C
COVERING OH ,
THE PLAY
Each team contrals identical playbooks
stocked with 14 offensive and five defen-
sive routines. As coach, you can select up
to four offensive plays at a time, subject to
change during each time-out.
In addition. Accolade's new Playmaker
option allows each team to design a
unique play before' the game begins. Play-
maker is easy to use and adds yet another
dimension to the game. Unfortunately,
only one design can be used per game.
The game boasts a raised three-quarter
profile view of the basketball court. Al-
though relatively simple in design, sever-
al audio- visual embellishments stand out.
Mixed ever so sUghtly among the usual
sound effects— bouncing balls and crowd
cheers— listen for the squeak of Nikes"
on polished wood. A nice touch.
Although only one half of the court ap-
peare on screen at a time, the gsmie fea-
tures amazing interaction between the
two. Players can pass the ball across cen-
ter court— off the screen, basically— to
teammates waiting on the other side.
Paradoxically, ball control is both the
game's best asset and its greatest flaw. Re-
sponsive joystick controls offer tight ball
control and quick passing. TVansitions —
changing control from one player to an-
other — are also smooth as silk. Skillful
teamwork results in flawless ball manipu-
lation.
Unfortunately, you are the entire team.
Except for one-player games, there are no
computer-controlled playere in Fast
Break. And except for simple pattern ex-
ecution, the game shows no signs of intel-
ligence whatsoever. Your teammates nev-
er take the initiative to steal, shoot, pass,
block or rebound the ball.
This curious lack of intelligence repre-
sents a major overeight. During one-play-
er games, for example, the computer rare-
ly attempts a rebound. Human playere
shooting from far outside can typically re-
bound their own shots. Other shortcom-
ings threaten to spoil the fim: although
there are fouls, there are no free throws.
The manual— itself almost sickeningly
cute— says "free throws are for wimps."
IfeU that to Larry Bird.
Having sk playere bounce around the
court at once can also create a visual
nightmare. The "active" player on each
team is indicated by a flashing white uni-
form. In the heat of battle it's often impos-
sible to determine who's who until you
lose possession of the ball.
Such flaws would surely bury a lesser
game. Incredibly, Fast Break transcends
these barriere and emerges as one of die
best in its league. Despite the computer's
seeming lack of aggression, solitaire
^axass are quite challenging. Increasing
the game's time limit introduces a fatigue
factor, an effective substitute for variable
computer skill levels.
Naturally, two-player contests among
Continued cm page 37
20 MARCH 1989
P'f\'
.v
t's landing in
Los Angeles.
fc- next stop • • •
L.A.
•■-■■"W^?H?^^^^
y:^if'
With amazing computers.
Stunning software-
Powcrftil peripherals.
The World of Commodore is coming
to capture your Imagination.
It's the comjiuicr show for i>eginners and iTiickens, professionals and
students, business people and home users.
ComnKKiore [5u,Kinc,ss M:ichine.s -.md niatiy other exliibilors will tilspiav and sell the AMIG/V,064,
C-128i-p3.conipuiers, a SiUa^fy of software for Cpirimodorc and AMIGA co!nputei-s;md ;i glittering con Stella tidily
of printers, disk drives imd desktop publisliing equipnieni. You will find peripherals and accessories
for ail your present and future equipment. It's computer heaven.
Sia^^e demonstrations .ind prejvocativc seminars, pm'sented by top experts, are included with your admission.
Three days of bargains, seieciton. information, excttetnent and prizes.
See it- all wit! 1 your own eyes.^TryJt all with yout:<>wn hands. At the ^^ orldxjf Conimodorelin Ids Angeies. ■
May 19, 20 & 21, 1989 L.A. Convention Center
Adults $10 Students & Seniors $8 ,Soiiitn:ir.s ;inti si;i«c dem mi si rat ions are itiLlutk-d with iidmtssion.
Exhibitors eonlaci; The Hunter Group {416) 595-5306 Fax: (415) 595-5093 Protiucect in associalion with Commodore fluslnoss Machines
SEVEN WAYS TO MAKE YOUR
COMMODORE "^^
1 ) EXPLOSIVE COMMANDO RAIDS.
TAKt N(l PHISONERS
femvjsti ^.afl lato) ttor *«( tatf jga Sin»-
onshsts to tsxti ttnf terrixtiij wttaJ terrw
is al about WwwiVLWCJojswf/ie^
hcsfstfei islo^t in, xtrikg fianj ^~y Afl^nr
ami get wt fast. Jeftmits to wvrxd... ^
4 »>. /
Now you C3r fa*e tfjc woffd'i tniruber one arcstfa game ttofngf Ait thg xvan-pxked arc^t thrifts of
this swesome fwnnyn tns-cutf <jff rcii^y tor home video pfsy-
2 ) SUPER- HUMAN WARRIOR LORDS.
Now you can itvtH to one Gt tfie biggat-&jvf cotr>-op h.ts on you ^ i \on :,
graphics tsies yOu 10 a m^tcsf land of ffdventure snd eKciW-frren r
-. Bastan's ir^ind-bkming
Tditor ArkanotdJ" RenegiKfeJ'^ Akon,^^ Bubbh BobbhJ^ Sky Sh&thl** Rastan^^
find Ofi^ratiiin Watf^^m iradt'marks of Taito America fnc Copyright
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Ud Advamsarnent by: Qtiat/^ & Conyj^uy, trin {Chicago),
COMING SOOK THC Ci.A^SH: MMi OAMt OfX
3) BUBBLE BLOWING DINOSAURS.
6) OUTER SPACE GRID MONSTERS.
Th9 ffl gome in Europe for 3 munf/ta. Scr.nvbft.' through 700 scf&jns ss youf
bnintosBurus buddies. Bub and Boh (fr'vv >v);^ crnry with nan-sfap iictfOrj.
4) DEATH-DEFYING ACES.
Take the arcsdtt's mesnest eir battle home for keeps. Strop m for exphsive
high-fiying actior^. Haiti on for your isfe os you soar through incrvdibia graphics
5) INTER-PLANETARY WARFARE.
IM» 'vrtft mpMiB Q* F#f ««*tf Of &tsjnuti.im_ O'tt nil ^n.t rmi rmrri^ r»»*v9 rMi m^iw
Dem*t setth fo! in::s.M'i--r. The game voted 'bns of tha bsst homer v/doogamei
9V0f^by Sf^trur.u (r.nnr Piiiyer Magartn^iS W&dy tO biast into your homa
7j RAGING STREET RUMBLES.
Atotv you c^fi ti/iiit into u/w oftfio hottest itrc^itti s/Mtu (junnn fiijlit in your own
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Itii:. i:. sfir ,^.-:i,':;:.i/ .in.ade hit Thtilt 10 the Bfcstie quality graphics of this fast-
pacwi street styi€ tcjirttttt brn\vt FintS out v^hat reaf action is sti abfiuti
Taito games will make your Commodore
scream with the sights and sounds of arcade
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These are the world famous arcade originals
and they're ready to wail on your Commodore.
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Buy Taito products at leading stores every-
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64 AND 128 SOFmARE REVIEWS"
Reviewed by Gary V. Fields
Computer:
Commodore 64
Developer:
Leisure Genius
Publisher:
Electronic Ai-ts
1820 Gateway Drive
San Mateo, CA 94404
Medium;
Disk
Price:
$29.95
„ HjT I v,„i :_ i.u_
X midst of the Great Depression, and
after more than 50 years it continues to be
one of world's favorite board games. The
original game was created in 1935 and in
the past 54 years has been played and en-
joyed by nearly every person on the North
American continent. Through that half
century, people have been attracted to it
because it allows us all to try our hand —
through luck, cunning and ruthlessness—
to acquire a fortune in money and proper-
ty. The game generates a miniature world
where you can buy, sell and rent your way
to a fortune. Your holdings enlarge or de-
flate at the whim of fate as dealt by the
roll of the dice or draw of a card.
Is the game's translation to a computer
an improvement or simply an effort to
open a new market with an old product?
The board and computer versions look al-
most identical. The familiar eight tokens
(dog, thimble, hat, race car, shoe, iron,
horse and wheelbarrow) are here in the 64
version. The playing field, shown in 3D, is
perfectly produced here and includes
those familiar squares, colored property
bars and sjraibols we grew up with — even
the mustached face of the rich fellow in a
top hat is displayed.
T\vo to eight players can play the game,
and if you vrish one of the players can be
the computer itself. But beware, the com-
puter shows even less mercy for you when
you are down and out than your older sis-
ter did.
The game commands are issued via a
menu bar which lists: Quit, Save, Mort-
gage, Owners, Houses, Trade, Rent, Dice,
Fastmove and Cash. These commands
can be issued by either typing the first let-
ter of the name or highlighting a com-
mand with either a joystick or the cursor
keys. The mortgage command lets you
buy or sell property. If you can't pay for
bills, this option will automatically be ac-
tivated so you can mortgage selected proj>-
erty to pay your debts. CKvuere shows
sister did
which property is owned by which player.
Houses is activated when you want to buy
or sell houses or hotels. The Trade option
lets you swap property with another play-
er in order to achieve a monopoly, so you
can improve the property and raise the
rent. The Cash option is a toggle com-
mand which causes each player's total
wealth to be either hidden or displayed.
The Fastmove option is another toggle
conunand which lets you move around the
board a little quicker at the expense of
less animation. The Dice option {the de-
fault option) causes the game to roll the
dice {shown on screen using 3D images),
and the active piece moved accordingly.
Below the menu is the three-dimension-
al playing field — it looks exactly like the
one which comes with the board game.
When a player's token is moved, its image
scoots around the board just as if it had
been moved by hand. Tb the left of the
board is the name of the player whose
turn is up along with the symbol which
represents his token, lb the right of the
board appears a clock, providing the play-
ers have decided to restrict play to a fixed
amount of time. Although you can play
until all but one player goes bankrupt, I
was happy to see the option to restrict
play to only a certain amount of time.
Having suffered the ill effects of losing
sleep playing a marathon game of Monop-
oly, 1 refiise to play anything but a timed
game now.
Below the playing board are four boxes
i
which serve as a window showing the cur-
rent position of the player whose turn is
up along with the next three spaces in
fitintofhimorher. These boxes scroll to
the right as the playing piece is moved on
the main board, lb the left of these is a
property card showing the information
about the square the player finishes his
turn on: who owns the property, how much
rent costs, the price of house and hotels,
etc.
Along with the colorftil realistic graph-
ics are some pleasant sound effects which
add to the game's fun including train
toots, sirens for jail sentences and enthusi-
astic music to signal payday when you
land on GO.
The 64 version of Monopoly plays exact-
ly like the board-based game. But where
the computer game excels is in the way it
handle banking and property transac-
tions. Rather than having to shuffle and
handle paper money and property cards,
the computer, serving as both banker and
referee takes care of all the tedious jobs.
Plus the computer never cheats, mis'
counts money or makes up new rules. I
loved the ability of the computer to difilise
rule-generated arguments. There is no
need to argue here — the computer knows
the rules and enforces them equally for all
players.
lb hold true to the original game, pay-
ment on rental is not automatically col-
lected. If someone lands on your property,
Cnnliiiued 0!ip(if;e 103
24 MARCH 1989
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64 AND 128 SOFTWARE REVIEWS-
Reviewed by John Ryan
lyphoon of
Steel
Computer: Commixloi-e 64
Publisher: Strategic Simulations, Inc.
1046 N. RengstorfT Avenue
Moiinuiin View, CA 94043
Medium: Di.sk
Price: $49.%
War gamers have never had it so
good; there are literally hundreds of
very good electronic battlefields out there
for the taking. Strategic Simulations, one
of the world's foremost publishers of com-
puter-based war games, salutes you, the
war gamer, lb that end, they have re-
leased Typhoon of Steel, a World War II
squad-level war game.
Typhoon of Steel is billed as an ad-
vanced level war game. If you're just a ca-
sual user the program could be a bit too
difficult to handle, much less master. The
documentation and statistics involved
with war gaming can be overwhelming if
you are new at it. If you are new to this
particular genre, then maybe you should
firet try one of SSI's beginning or interme-
diate war games before moving up to the
more advanced scenarios.
Conversely, seasoned veterans should
delight in the plethora of options and de-
tail this program has to offer Unlike some
other games, Typhoon of Steel presents all
the features you'd ever want in a war
game, but doesn't try to cram it down your
throat. You select the scope of operations.
Typhoon of Steel— a sequel to the veiy
popular Panzer S<nte.'— gives you the op-
tions of commanding engagements in the
Pacific, Asian or European theaters. You
also have the option of building your own
scenarios should you tire of the game's
(unlikely, for a time). This "construction
set" type of setup is very flexible and easy
to use.
The program comes with two double-
sided diskettes, as well as two manuals to
help you wade through the specifics of
game play. While, historically speaking,
war game documentation can be as inter-
esting as an encyclopedia index, Typhoon
of Steel's program manual hits quickly on
the mechanics of game play and avoids
bogging you do\vn with myriad facts and
statistics at the outset. So if you're itching
to get into battle, chapters one and two
will give you everything needed to jump
into the game without a lot of fuss.
On the other hand, if you're the type of
war gamer who thrives on raw detail,
game formulas or precise unit data, you
will undoubtedly want to read over the re-
maining chapters. In fight of that, the sec-
ond manual is comprised solely of unit
data on American, German, British and
Japanese equipment, Tliis manual details
specifics on everything fixim a main battle
tank to a jeep (size, speed, crew, class,
range, cost, and so on), and probably con-
tains every weapon and vehicle ever used
in World War 11! It is quite extensive. Ad-
ditionally, the Briefing Manual's 15 pages
break down and explain examples of
chain of command, offer briefing notes on
the program's own scenario, and include
a detailed terrain effect chart. Obviously,
you could spend as much time in the docu-
mentation as with the game itself.
The opening menu gives you several op-
tions. Typhoon of Steel can be played by ei-
ther one or two players, or you can watch
the computer play against itself Players
must also choose whether to play Allied or
Axis powers, select a handicap level, set
message delay lengths, and decide wheth-
er or not to invoke a limited command
rule, which essentially limite the number
of orders a unit's headquarters may issue
during a turn, '["he ptDgram has over a
half dozen historical scenarios from which
to choose, or you can create your o\™. In
any case, you must decide to command a
single battle or start a campaign game
that will stretch over several scenarios.
Typhoon ofSted'n play is divided into
Oi-ders and Combat phases, and learning
how to properly issue orders is the key to
success. Much emphasis is placed on com-
mand and control, and chain of command.
This war game, like most others, is com-
pletely menu-driven and ranges over
scaled maps which repr^ent the histori-
cal terrain of past battles or terrain you
have constructed yoiu-self You can view a
terrain map at the tactical or sti-ategic
levels. At the tactical level, a 20 x 10
square portion of the map is displayed,
which gives you, as commander, a close-up
look at terrain and enemy positions. The
strategic map, measured 40 x 20 squares,
can be ased to gain the "big picture" for
overall objective planning. Both maps en-
compass a 60 X 60 ai-ea, where each
square repre.sent 50 yards, and you can
easily toggle back and forth during play.
The Orders phase of the game is where
most of the grunt work is accomplished
There are four options within the Orders
phase; movement, fire, organizational and
cancellation phases. Most orders are is-
sued by gaining access to them ftiom the
map menu. This map menu allows access
to information relating to the battle area
as a whole. A Unit menu, however, is used
to access information or issue orders to a
particular unit or group of units. General-
ly speaking, issuing orders asually in-
volves invoking the map menu, then initi-
ating options to gain control over selected
units under the unit menu. In practice,
the flow of control from strategic level to
imit level is smooth and logical.
During the Orders phase, units may be
moved and objectives — oflensive or defen-
26 MARCH 1989
Software Reviews/Typhoon of Steel
sive — defined for individual units. If you
are involved in a long or large campaign,
you may even opt to let the computer han-
dle your army's movement, though the
computer's automatic placement may not
be the best for youi" strategy. Moreover,
the computer can also be set to issue or-
ders on your behalf for part or all of your
battle force. Indeed, Typhoon of Steel em-
ploys a very flexible system.
The pre-defined scenarios all have a se-
lect objective in mind. Meeting this objec-
tive wins the scenario. These objectives in-
clude holding, bypassing or engaging the
enemy. You must always keep these objec-
tives in mind during the Orders phase.
Why run your tanks down to the enemy's
doorstep during a holding objective? Un-
less you have got some good reasoning be-
hind such madness, conservative and
thoughtfiil play will normally keep the
game going on an even keel.
Even so, war is always an unpredictable
animal, and you may notice hiccups in
your strategy soon after Combat phase be-
gins. While the game is played in "turns,"
each combat phase is executed in "pulses,"
where artillery and mortar are released,
units moved, and damage assessed, like
the real world — or so Fm told — you can't
just jump in and make quick changes dur-
ing combat. Issuing new orders takes
time, and during the heat of battle a lot of
things can happen before new orders can
be acted upon. For this reason, during the
combat phase, a player must wait four full
pulses before tiying to enter the Orders
Phase again. Believe me, three pulses can
seem an eternity, especially with your ri-
fle squad pinned down and your last mor-
tar battery taking a beating from ofF-map
artillery.
Sadly, war games have never been
known for their eye-boggling graphics,
and Typhoon of Steel is no exception,
though the graphics are effective, clearer
and sharper than most other war games I
have played. Most of the unit icons are
easy to identify on the tactical map; on the
strategic map, however, some icons and
terrain features can be rather obscure.
Since the maps cover much more area
than the screen can depict at one time,
there is a lot of scroUing involved, espe-
cially as off-map enemy units fire on you.
This is because the program must scroll
back and forth between the Axis and Al-
lied positions to highlight the source and
target positions. While the screen updates
are not are impressively fast, they are ac-
ceptable. Some would argue that graphics
do not the war game make— and I tend to
agree. On Typhoon of Steel's side, the
graphics are certainly heller than most,
and complemented by sound that can apt-
ly 1x3 described as verj' basic, but also ef-
fective.
Once you've had the chance to play the
game's scenario, you can move on and
build custom scenarios and maps of your
own. Doing this involves selecting the op-
tion fkim the main menu, building your
map, then answering a series of questions
about your scenario: selecting unite,
choosing which side t^) play, selecting a
handicap level and invoking several other
options as the computer presents them.
Once a map has been built, you must be-
gin the process of selecting a type of battle
to be fought and editing your forces to be
placed on the map. Realistically, building
a scenai-io could take several hours to ac-
complish, depending on how far you want
to take it. For quick, random scenarios,
the computer can be counted on to do
much of the dirty work.
Typhiimi of Steel is not a game to ap-
proach \vith just an hour or two of spare
time on yoiur hands. It is a serious pro-
gram, dedicated to the serious wai' gamer
The player interfiice is logically laid out
and seems to follow many of the conven-
tions set down by other SSI wai' games.
Whether you are a battle-scai'rcd veteran
or an up-and-coming young foot soldier,
this pregram is a definite must-have. Q
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COMMODORE MAGAZINE 27
64AND 128 SOFTWARE REVIEWS'
Reviewed by Scott A. May
Alcon
Computer: Commodore 64
Publisher: Tkito Softwai^, Inc.
267 W. Esplanade
North Vancouver, B.C.,
Canada
Medium: Disk
Price: $29.95
Here's a familiar phrase that strikes
fear in the hearts of most dedicated
software buyei^: "Arcade screens shown.
Actual computer screens may vary." Gulp,
You know what that usually means— put
the box back on the shelf and walk away.
No so with l^to, the arcade giant who
recently hit the home front with a line of
coin-op translations that will knock your
socks off. Although the above phrase does
indeed appear on the company's sofh^'are
packages, proceed with full confidence. If
their initial releases are any indication,
expect nothing but outstanding entertain-
ment from Tkito.
In the "look and feel" department, Al-
con is one of the best coin-op conversions
Fve ever seen. The graphics are sharp,
and the game play silky smooth. Don't
even bother putting Uiis one away— you'll
want to play it every time you boot up.
Alcon is a one-player shoot-'em-up for
arcade purists. It comes from the seat-of-
your-pants school of non-stop \ideo com-
bat, lb survive you must think fast and
react even faster. The only strategy that
counts is the one that keeps you alive an-
other minute.
Don't expect a convoluted plot or long
instruction manual here. In true arcade
fashion, the story takes a back seat to the
action. In fact, the software packaging
gives only a hint of the game's basic sce-
nario:
It is the year 2059. Humans are living
in exile on the planet Theon following an
alien invasion of their last home, Orac.
The Allied League of Cosmic Nations (Al-
con) has detennined that Orac will be lost
forever if they do not act immediately.
The Alcon supreme council has decided
to send you on a mission to reclaim Orac
and hberate the humans held hostage
there. At your command is the SW475, an
experimental starfighter with a wide
range of powerful weapons and defense
systems-
The title screen offers players the option
The pressure
put on 'i^^i^^^^
players ;
is incredible,
taking this ESS
game rffift
far beyond
typical ^^
slide-and-
shoot
contests.
to have music, sound effects or both. The
game features a full-sized vertically-
scrolling play field depicting the planet
surface. Players begin the game \vith only
three spacecraft. Additional lives are
awarded at 50,000 and every 70,000
points thereafter The number of remain-
ing ships is displayed at the top of the
screen, along with the current score. (On
my copy of the game, the score was placed
well off the top of the screen, rendering it
unintelligible.)
The scrolling landscape is lush with de-
tail and color The top-down graphics fea-
ture dense textures and 3-D shadowing.
Set against this ever-changing world is
your starfighter Joystick controls allow
tight, responsive movement in eight direc-
tions. Although your ship can zip to any
portion of the screen, smart pilots should
stick to the lower middle section. Aliens
often appear suddenly frcm the top and
sides, moving quickly with lasers blast-
ing. Any contact spells instant death.
The game begins innocently enough,
with single alien saucers occasionally
backed up by stationary gun emplace-
ments. Within minutes the action in-
creases in frantic proportions. Aliens be-
gin to attack in groups of five or six from
different areas of the screen.
The best tactic is to perform a decisive
horizontal sweep across the screen, blaz-
ing away with your rapid-fire cannons.
Concentrate on the aliens whose path you
are most likely to cross. Simply avoid the
aliens moving along the outer fringe. Go-
ing out of your way to kill them only
places yoiu- ship in danger
Aliens fire in single bursts that home
directly on your last location. For this rea-
son you must move constantly and quick-
ly to avoid being hit. The game's greatest
challenge often stems ftt)m the instanta-
neous attack of multiple alien craft in sev-
eral different directions. Only lightning-
fast reflexes will allow you to escape the
deadly wall of laser fire.
The pressure put on players is incredi-
ble, taking this game far beyond typical
slide-and-shoot contests. Players must
avoid incoming salvos, retmn fire, and
dodge alien craft^^l within split seconds
of each other The action never lets up. It
only gets faster This can be a physically
exhausting game.
Although the advantage always favors
the aliens' side, we pitiful humans have
several tricks up our cosmic sleeve. The
SW475 Starfighter comes equipped with
eight special features to aid the cause.
Some aliens leave yellow stars behind
when destroyed. Collecting stars high-
hghts the following options at the bottom
of the screen: Speed, Shot, Side, Wing,
Bomb, Laser, Homing Missiles and
Shields, lb obtain laser capabiHty, for ex-
ample, you must collect sbc stars. Pressing
the spacebar engages the highlighted fea-
ture. Continucilon fiagp 103
28 MARCH 1989
Classic UltinMi'
3 Distiiictive Games
for the Price of 1
1/iscover the greatest value in
entertainment software today.
Three extraordinary games from
the finest fantasy and role-playing
series of all time -
at the price of only one.
JVl ore than 1 million spellbound
fans worldwide have explored the
richness and imagination of the
worlds Lord British created in the
Uhima series. Now you can take
up the challenge yourself- to van-
quish the monstrous Triad of Evil!
Cast magic spells, probe mysteri-
ous dungeons and towers, battle
gha.stly creatures and delve into
the secrets of enchanted lands.
You'll disco\eT hundreds of hours
of fascinating gameplay!
To gat your copy of the Ulllma TrJIogy. sither
1) visit your local retarler,
2) call 1-800-999-4939 Bam 1o 6pm EST to ordar by VISA/MC, or
3) mall check (U.S. $) or VISA/MC#, cardhoWer name
arxi expiration date to Origin. All versions $59.95.
Allow 1-2 vieeks tor delivery.
Availa!>le tor Appis 11. Commodore 64/128 and IBM-PC/
Tandy/ 100% compatible compuiers.
Ultima is a registered trademark of ORIGIN.
Complete your Uhima Series Collection and discover the "origin "
of this critically acclaimed saga.
All the compelling action and stratgey of the first Ultima trilogy,
together at last - including the new Origin release of Ultima II:
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Enjoy three best sellers at a suggested retail price of only $59.95.
'. . . once you play one, you'll want to play them all."
(COMPUTE!)
' 136-B Harvey Road
Londonderry, NH 03053
64 AND 128 SOFTWARE REVIEWS-
Reviewed by Mark Cotone
Award Maker
Plus
Computer: Commodore 64
Publishen BaucKille
5380 52nd Street SE
Gi-smd Rapids, MI 49508
Medium: Disk
Price: $39.95
One of the most satisfying rewards
one can derive fom a job well done
is recognition, some sort of expressed con-
firmation serving to assure that all of the
hard work has been noticed and appreciat-
ed. \n some of our more substantial tri-
umphs, a trophy or document might even
be presented to mark the occasion — a
merited prize to be cherished and proudly
displayed. But most of the time, with life's
smaller, less ceremonious challenges and
victories, a [M on the back and a few con-
gratulatory words are all we've come to
expect and accept. All deserved fanfare
can be fleeting if not totally forgotten.
But hold your head high, a change is on
the horizon. For with Baudville's release
oi Award Maker Plus, ever>' achievement
big and small can now be noted, applaud-
ed and officially rewarded. Think back
over the past week at all of the accom-
plishments of friends and family that
slipped by virtually unnoticed. How about
the student who spent the entire sunny
weekend studying for Monday's big test,
your friend who helped move the sleeper
sofa upstairs, or your spouse who pulled
off the dinner party without a hitch? Sure,
you've told them all how grateful you are,
but what about taking it a step further
and actually showing them? With Auxird
Maker Plus and a few strokes of your
Commodore keyboard, you can now pres-
ent them all with a professional-quality
award certificates; gold seal documents
suitable for framing and simply begging
for placement on some prominent wall
space. It's a lasting keepsake they'll trea-
sure and proudly exhibit, and it can all be
produced in a matter of minutes.
The creation process starts? in the Award
Style Catalog, a 32-page booklet listing
the 286 different certificate types avail-
able. Every conceivable style is represent-
ed, from the starchy and official-looking
linear document to the amusing, graphic-
laden tongue-in-cheek prizes. There are
awards for academic accomplishments
With Award Maker P/t/s every
achievement big and small
can now be noted,
applauded and officially
rewarded.
©if t (Eerttficate
Trev VandenBerg
worth of
'^^K^'"
(Science Award, Student of the Week,
Honor Roll, Diploma), family celebrations
(Anniversary, Queen for a Day, Official
Best Friend), sports feats (Most Improved
Player, MVP, School Record, Personal
Best), and humorous offshoots (Party Ani-
mal, Divot King, T,G,I,F,, Murphy's Law),
to name a few.
And if by chance some obscure or eso-
teric area of commendation can't be found
in the extensive pre-designed list, one can
always create a customized piece in the
Genera! Awards section, where document
piirameters are wide enough to handle
any other achievement worth noting. It is
in this final catch-all category where we
also discover the meaning of the "plus" in
this product's title. While flipping through
the pages of the various General Award
styles, it becomes apparent that many of
the certfficate dimensions would lend
themselves to uses slightly removed from
the "award" heading — like coupons, raffle
tickets, titles or licences. Feel free to ex-
periment. The possibilities are virtually
limitless.
Once a specific style has been decided
upon, its corresponding award number is
entered and the program takes over, using
on-screen prompts and option menus to
painlessly guide you through every phase
of construction. Many of the steps involve
the old fill-in-the-blank exercise, where
you merely type in information like the
recipient's name, the date and name(s) for
the signature hne(s). But there are a few
areas where the creative juices are invited
to flow, allowing each design to become a
personal product.
First there is Font selection, where the
user is asked to pick a desired text style
from four possible choices — Old English,
Script Italic, Book Serif and Modem. The
award's class will usually surest an ap-
propriate font style, with the catalog as-
sisting by illustrating the frill face of ev-
ery certificate. But the user is usually free
to select whichever font he wishes.
When the preferred text style is keyed
in, it's time to pick a document border.
Here the choices are wide open. On disk,
Baudville supphes ten different official-
looking borders of its own. If the style
names— like TVefoil, TVellis, Laurel and
Labyrinth— don't conjure up specific im-
ages of each intricate design, one only
. needs to glance at an on-screen style sam-
phng to immediately recognize their look
and effect. And just in case you'd fike to
add a specialized slant to your award, this
program will even allow for the importa-
tion and use of any graphic from Broder-
bund's Print Shop program. By simply
( taking the borrowed graphic and repeat-
; ing it around the certificate's edge, Award
! MaAerP/us can instantly create a unique
frame for any occasion.
Continued on page 1 tO
30 MARCH 1989
FADE IN COMPUTER-
GENERATED TEAM LOGOS,
CHECKERBOARD W[PE
REVEALS STAR PLAYER.
SUPERIMPOSED TITLES
DISPLAY STATISTICS.
COMIC BOOK EFFECT
POPS ONTO SCREEN.
i*
^5H^
■■SB5BWH5W5!-.
1
■-.
ANIMATED BASEBALL
RIES TOWARD VIEWER.
fi^^m
\
i -' — ^-J
DISSOLVE TO TEAM LOGO AND PENNANT
OVER FREEZE FRAME, FADE TO BLACK.
Bring Your Home\ldeos Into
The Big Leagues With
The Commodore Amiga 500.
Team up your video system with the
Commodore" Amiga 500 home computer,
and you've got professional video produc-
tion power
The Amiga* has aheady been
used to create special effects for
network TV programs. And now
you can use its 4096 colors and
powerful graphics software to
generate 3-D titles... animation
-even sophisticated wipes,
fades and dissolves, Tlien ^
superimpose them onto your [
: nJi, fct;>*>.t» r-*. »** • »■ '* ^ •-■ *
videos with an optional genlock device.
But the Amiga 500 gives you much more
than video production power It's a complete
home office produclivity computer It plays
amazing arcade games. It makes
education more fun. All at a price
that's in anyone's ballpark.
So step up to big league home
videos with the Amiga 500. Call
1-800-343-3000, ext, 300, for more
■-^ information and the
^^^ name of your nearest
authorized dealer.
;i;.l? t I
Only Amiga Makes It Possible.
C MM Commodue Elci I ronici, Lli). CummiJiirr m pqnMtrr J 1 tulimirk urCoramJiicn Btti rui« v tJ J Amip. ii i f rf iMtitd I radcnurk and ih» *i!i,fa fc»i> 1 1 r" J'™" W Cwimmkm-Jmlp, Inc,
Until novs^
you and your Commodore
could only talk to
each other.
Welcome to Q-Link.
You and your Commodore' probably
have a very good relationship. But even the
best relationships need to grovv'. Tliat's why
there's Q-Link.
Q-Link connects you with tens of
tliou sands of friendly, interesting people all
over the country. Share stories, talk shop,
tell jokes, or just shoot the breeze with
them in a wnole new way. On your
Commodore.
Wlien you and your Commodore start
talking to the rest of the world with Q-Link,
exciting things start to happen.
Tilings that are sure to improve
your relationship. Like playing
the latest interactive, full-
color games. Taking college
courses. Accessing over 15,000
software programs. Enjoying
guest speakers on a wide range
of topics.
And Q-Link gives you a
direct connection to the experts
at Commodore headquarters as
well as the major software pub-
lishers — a Q-Link exclusive.
There's so much to do on
Q-Link, it can't all fit into this ad.
for that, you'll need our full-color
program guide, with a complete
calendar of events and activities.
And you'll get that free from
Q-Link every month.
going and there's plenty of online support
every step of the way. Like Q-Link support
groups and helpful Q-Guide experts.
Getting into Q-Link.
You'll love being a member of Q-Link.
You pay only $9.95 a month (and any local
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also offer "Plus" services such as
CALENDAR
^ ofEvents
AUGUST
tit mniaVP^
t1« tem^*^*l',«
I.M
nm
itI*
nf-**-
AUBUST
((com
too i*r¥ri';u4s'"*='""
J.JO 6„njMt!1
III
I !»-■*' "*"■ ■
1,ni5tOHf|
11 H
ITM&
?EEtfi
ttt F
BincliOnriGMniiH
■Jt MlJflOBSiSrMP
l,4Il>lllll>|>d«t^
A1
3
II IB
Jb^i rnr Fan'i Sf "«
A special offer.
If you don't have a modem, Q-Link will
help you get one at a price lower than
anyone could imagine. For details, call
1-800-782-2278, Ext. 2403.
You'll also get a free Q-Linl< Starter
ICit, including software. It's easy to get
shopping and travel
reservations for only 8? per minute extra.
It's time you and your Commodore got
out and talked to more interesting people
than ust each other. And on Q-Linl<, it
couldn't be easier.
To join Q-Link now, call:
1-800-782-2278
Ext. 2403
Add new life to your Commodore:
AMIGA SOFTWARE REVIEWS"
Reviewed by Ervin Bobo
Battle Chess
Computcn
Publisher:
Price:
Amigii
IntetpL'iv' htxluctions
1575 CoiiXjrate Drive
Costa Mesa, CA 92626
$49.95
In Monty Python and the Holy Grail (ac-
cording to my Monty python expert)
the Black Knight is challenging all who
would cross his bridge. King Arthur dis-
patches him by first severing one arm,
then the other As the knight stands help-
less, Arthur severe one of his legs. The
knight hops about until Arthur removK;
the other leg. Still upright ^d still nasty
(though much shorter of stature and
reach) the Black Knight is finally dis-
abled.
A similar sequence occurs in Batik
Chess when the Red Knight fights the
Blue Knight. I point this out not because I
consider it imitation, but because I consid-
er it a tribut£. It is also the key to Battk
Chess: If you think of it as an entiy-level
computer chess game designed by rabid
Monty Python fans, you'll be very close to
appreciating it for what it is.
Coasider this: Your king's bishop pawn
stands at rigid attention in the center of
the board until the oppasLng queen moves
toward him. He walks to the near comer
of the square, taking up a defensive
stance. The queen raises her hand above
her head and a bolt of fire or magic hits
the pawn, who somehow survives. As
though he can't believe his good fortune,
he looks over his shoulder at you, then
turns and tries to run away The queen
casts another bolt of magic and the pawn,
who has progressed only one square in his
headlong flight, and he's reduced to ashes
(which are magically vacuumed away to
leave the board neat and clean).
That's Battk Chess, and it's one of the
most innovative games of recent memory.
Comparisons to Archon will come to
mind, but they can be dismissed. In Ar-
chon the pieces fight for the square and
the stronger— or the one best controlled
by a joystick— wins. Battk Chess follows
accepted and conventional rules: the at-
tacking piece will win, no matter what its
rank, and the end of each individual bat-
tle is a foregone conclusion.
Because of this, Battk Chess functions
as a true computer chess game that can be
played against the computer or against
Think of it as an
entry-level
computer
chess game
designeid by
rabid
Monty Python
fans.
another human via modem or serial cable.
On another level, it iijnctions as an intro-
duction to chess and as a teaching tool.
ControUed entirely by the mouse, the
game uses flashing bonders on the squares
to help you select a piece and to show
where that piece may move. Put the point-
er on a square, click the leftmost button to
select the piece, then move the pointer
about tlie board. Each square that is a le-
gal destination will flash, letting you
know where the piece may be placed.
When you click on that destination
square, Battk Chess shows off its distinc-
tive style: The piece selected will walk
there, the men stomping heavily in their
armored boots, the queen seductively
swinging her hips. And when battle is
joined, youTl hear the grunts and groans
of the fighting men.
Playable on ten levels of expertise and
with a library of 30,0{X) opening moves,
Battk Chess is as smart as most other
computer chess games and, at its highest
level, may take as long as 21 minutes to
consider a move. If you're impatient, you
can use the Force Move feature to cut this
time short and make the computer take
the best of the moves it has so far consid-
ered. At novice level, the computer looks
at the board only once and so moves are
made faster.
Other options include viewing the board
in 2-D; setting the board for a particular
problem; saving a game in progress; and
choosing the color you wish to play.
Tbaching featuns include the abili^ to
take back a move or to have the computer
suggest your next move. As further evi-
dence that Battk Chess was designed as
an entry-level game, the documentation is
solely concerned with teaching the game
of chess. Tb learn how to play Batik Chess,
you'll have to consult the quick-reference
guide.
After my first day of playing the game,
I began to question its longevity. How
many times would I really enjoy .seeing
these pieces march across the board and
engage in a battle whose conclusion was
foregone? Would the gimmick of anima-
tion wear thin?
I don't think that's going to be the case
with Battk Chess. There are variations in
the battles, and some of the pieces seem to
have personalities. Even if this were not
so, consider that in a traditional game of
chess you wait for your opponent or your
computer to make a move; the move is
made; then it's up to you. With Battk
Chess, there is at least a kind of "between-
the-acts" entertainment.
This entertainment does have a price.
Because of the animation involved, there
will usually be a pause for disk access
while the computer drags out the proper
routine to fit the situation. This has the ef-
fect of lengthening the time between
moves hut is well worth it.
What you may lo^ after repeated plays
is the element of surprise. There is one
Conlinued on page 37
34 MARCH 1989
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AMIGA SOFTWARE REVIEWS'
Reviewed by Mike Rivers
Captain Blood
Computer: Amiga
Puljlisher; Mindscajx?, Inc.
3444 Dundee Road
Northbi-ook, IL 60062
Price: U9.%
Step right up, science fiction fans!
Mindscape has an outstanding new
entry in the interactive adventure mar-
ket. Captain Blood features spectacular
graphics, speech and sound effects, a
unique user interface, fractal landscapes
and tlieme masic hy Jean-Michel Jarre.
As soon as you boot up, you know this
game is different. But, be warned. Captain
Blood is absorbing.
The premise oWaptainBkod makes
interesting reading. You are a game pro-
grammer who goes by the pseudonym
"Captain Blood." Blood has programmed
the ultimate sci-fi adventure, complete
witli 14 species of aliens and 32,768 differ-
ent planets. (An* mateys! Get ready to sail
the silicon spaceways!) WTiile compiling
his program for the final time. Captain
Blood gets drawn into the program by an
unknown force (1 hate it whenever that
happens to me) and fmds himself in the
universe he created, Hydra. Unfortunate-
ly for Blood, his genetic structure has
been fragmented and scattered all over
Hydra in the form of five clones.
Meanwhile, his body parts are slowly
being replaced with auto-bionic parts fiijm
his own Geiger-Iike ship, starting with his
right arm (which takes the place of the
mouse pointer). The only way to stop this
process is to find the clones one by one, te-
leport them on board the ship inside the
'Trigitflrimn," (a kind of combination sus-
pended animation device/bug-eyed mon-
ster distillery) and then drink their vital
fluids. Captain Blo(xi has approximately
two and a half hours to locate a clone and
get back some vital fluid before his arm
becomes uncontrollable.
Finding the clones is, of course, no easy
task. Clues to their whereabouts can only
be discovered by talking to the various
aliens in the game. All aliens have differ-
ent psychologies, behaviors and gripes
that must be understood in order to get in-
formation and planetarj' coordinates.
With over 32,000 planets, you can fly
around forever and never find a sentient
race. Because of this, it's a good idea to
All aliens have different psychologies, behaviors and
gripes that must be understood in order to get
information and other planetary coordinates.
vmte down your starting coordinates be-
fore going anywhere. Youll never find
your way back otherwise.
Tb find aliens, you must drop a remote
exploration unit, called an "OORXS,"
onto the surface of the planet and pilot it
to a landing site. Sometimes your progress
is hampered by enemy missiles which
track your OORXS. io avoid the missiles
you must fly as close to the ground as
possible.
Once you have successfully negotiated
the narrow ctmyons that load to the land-
ing area located on each planet, the
OORXS lands, and you immediately meet
an ahen if the planet is inhabited. The
first planet in the game is always
inhabited.
The meaas of communicating with
aliens is where Captain Blood really
shines. Conversation is facilitated via the
ships' UPCOM (Universal Pix)tocol of
Communication) which consists of 120
icons which you can sequence into com-
plex sentences. Icons are automatically
and continually translated by pointing at
them. The result is a sort of pidgin Eng-
lish which enhances the sci-fi quality of
the game. A typical exchange might go
like this:
Alien: "Planet equal Trap 4. Me great
warrior Dead Genetic. Me not like you
(curse) (insult)."
Blood: "You not help me, me destroy
planet (laugh). You go brain spirit. You
say coordinate planet Migrax."
Success depends on your ability to cor-
rectly interpret what the aliens are say-
ing. Aliens can be very cooperative and of-
fer plenty of information, or they can be
downright stubborn— or worse-seemingly
incoherent. If you manage to get a set of
coordinates fiiom the alien, then you can
find your way to another inhabited planet,
' another alien and new information.
\ TVavel betwc>en planets is accomplished
by setting the coordinates of your destina-
tion on the galactic map (a superbly-
drawn graphic) and pressing the "hyper-
space activator" Afl^er a brief moving
starfield segment, the viewscreen becomes
a spectacular animated kaleidoscope
which is interesting to watch and imparts
a sense of inter-stellar travel. At first, I
felt the hyperspace and OORXS segments
were a bit long. After a while, you realize
that this is an inducement to be more
communiciitive with the aliens, and after
all, space travel is time consuming.
Sooner or later, an alien will ask that
you destroy an enemy's planet. Under cer-
tain circumstances, this may be an appro-
priate course of action. Sometimes the
ahens can be so insulting you may want to
blow them up whether it's appropriate or
not. Either way, this segment makes ex-
35 MARCH 1989
Amiga Software Reviews/Captain Blood- Amiga Software Reviews/ Battle Cfiess — Software Reviews/Fast Break
cellent use of the age-old science fiction
device of "space-dog dispassionately de-
stroys alien planet." What fun! Die, you
accursed space-scum!.
The game is won after all five clones are
located and their vital fluids absorbed.
The fifth and final clone gives you the lo-
cation of Tbrka, the Ondoyante. Once tele-
ported aboard your ship, she presumably
helps you find your way out of the game —
or she doesn't. Let's put it this way, I guess
the good Captain won't be needing the
UPCOM anymore.
When playing Captain Blood, keep a
blank data disk handy. Don't try to finish
the game in one sitting, the graphics are
too good to risk "player bum-out." Four or
five planetfalls are enough for one session,
and there's plenty to reflect on between
games. Have a pen and paper handy to
take notes; there's a lot of information to
keep track of New planetaiy coordinates
are generated for every game, so no two
games are exactly alike.
Although Captain Blood has a pleasing-
ly-short learning curve with a big play-
value payoff, read the manual and tip
pamphlet, and keep them nearby for ref-
erence. In the meantime, give my regards
to Tbrka n
Continued from page 34
battle that pays homage to a scene bom
Raiders of the Lost Ark and another in-
volving quarteistafis that may owe a debt
to Errol Flynn's Robin Hood. Part of the
eryoyment of such scenes is the first thrill
of discovery and recognition, and that will
be gone on the second viewing. Even so,
not every scene will occur in eveiy game,
and given the almost infinite variations
possible in chess, most games played will
seem like new experiences.
Battle Chess can be played by two play-
ers through a modem or serial cable con-
necting t\vo computers, the baud rate is
set at 300. You can also communicate by
keyboard during the game: as you type
your message {"Hah! Gotcha!"), it is dis-
played in a window at the other end of the
line.
In spite of the minor drawback of possi-
ble repetition of scenes, Battle Chess is one
of the better games of the season, and it is
truly innovative. Both sound and anima-
tion are superb, the designers have taken
extra steps to make a game that is both
fun to watch and fun to play. And while it
functions well in teaching the game of
chess, it is smart enough to challenge
most of us for years to come. Q
Continued from page 20
comparable opponents are the best. In the
hands of expert players, the game unfolds
smoothly firom the opening buzzer and
continues at a lightning pace. Precise ball-
handling, passing, play-calling and shoot-
ing can set the court ablaze.
Although basketball is a team sport,
Fast Break puts all the pressure on a sin-
gle player: you. Fast Break stumbles, but
recovers nicely to emerge a thoroughly
entertaining sports contest.
Here are a few tips for creative ball han-
dling,
• When in doubt, pass. The other team
has no qualms about ripping the ball fmm
your hands. Keep the ball moving to cast
a spell of confusion on your opponent.
• Play your team according to their
strengths. Don't force good inside players
to try three-point shots.
• Following a three-point attempt, imme-
diately transfer control to a player close to
the net for a rebound and jwssible slam
dunk,
• Utilize the fast break following a turn -
over on the opponent's side of the court.
If one of your players can't be seen, more
than likely he's down court waiting for the
long pass, B
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COMMODORE MAGAZINE 37
AMIGA SOFTWARE REVIEWS
Reviewed by Gary V. Fields
WordPerfect
Library
Computer: Amiga
Publisher: WoidPerfect Coiporation
288 West Center
Orem, UT84a57
Price: $12i).(X)
There is a new hbrary in your neigh-
borhood dedicated to helping you con-
quer your Amiga data problems. Its name
is WordPerfect Library. On a single disk is
a collection of five programs which can
help any Amiga iLser master the routine
productivity problems invoking informa-
tion, files, dates or number handling.
Amiga business users (either at home or
in the office), will find Library's pro-
grams—calculator, calendar, file manager,
notebook and program editor— perfect, in-
tuitive solutions to those important, but
tedious offire chores we usually procrasti-
nate tackling.
Notebook
This mini-database provides an easj'
way to organize information for quick ac-
cess, 'lb take the intimidation out of data
management, each file created with Note-
book resembles a card fmm a file box.
Anyone who has faced the chore of setting
up and maintaining a database will ap-
preciate how simple this one is to use. Its
intuitive design allows anyone who in-
vests half an hour perusing the manual's
tutorial to master this database. All of the
program's editing and design controls can
be activated by either pull-down menus or
direct keyboard input. Instant help is
available by pressing the HELP key. Add
an easy-to-understand 174-page manual,
and it is easy to predict Notebook is a
database most users will love.
The program does not approach the
power of a database like Superbane Pmfes-
stonal or DBase, but is perfect for those of
us who simply need quick access to infor-
mation and don't care whether the data-
base can calculate tax rates or print pay-
roll checks.
Notebook is also easy to manage. Using
wordprocesKor-like commands, you can
search for particular entries. You can sort
your data list by simply pulling down a
menu and selecting the argument. If you
have included a field to contain phone
numbers and have a modem attached to
On a single disk are five
programs to help any Amiga
user master the routine
problems involving
information, files, dates or
number handling.
your computer, you can even have the pro-
gram dial the number for you. Database
files can also be saved to disk and merged
with WordPerfect documents to create per-
sonalized forms, invoices or letters.
File Manager
Because all of the Amiga's DOS (Disk
Operating System) management oper-
ations cannot be accessed directly fitim
Worktench (with it you can only handle
directories and files which have display
icotis) most u.sers eventually go shopping
for a DOS aide. Recognizing this neeid,
WordPerfect chose to include File Man-
ager in their Library pack. This program
lets the user intuitively handle most of
the disk managing chores like copy, de-
lete, move, rename, make directorv'. etc.,
\\ liicli noitnally iiKjuire the user to dive
into the sometimes-confusing world of CLI
(Command Line Interface).
File Manager uses a display window to
show the files available for control and a
double row of gadgets which let you oper-
ate on the selected file by just pointing
and clicking. These gadgets include four
definable drives which can be either phys-
ical (floppy, hard drive and RAM:} or logi-
cal (using the disk or filename) and com-
mands which include not only the routine
controls but others like "word" and "date"
search as well. By highlighting a file or
device and then clicking on the required
command, the user can quickly move, du-
plicate, locate, rename or print it. Anyone
who has wrestled with CLI will be delight-
ed with the simple DOS controls offered
by File Manager
The single disappointment is that Pile
Manager uses a single window for display
while I prefer two. I don't like a single win-
dow bcH^uuse the user is restricted to view-
ing the directory from only one device at a
time. Tb be fair, I know several Amiga
owners who use similar DOS utilities and
think they are wonderful. So while 111
agree that File Manager does its job well,
I'll stick to Di^M/a.s'ter (which has dual
windows) until File Manager expands.
Calendar
If time management is ever a problem,
you'll appreciate the help offered by Li-
braiys Calendar program. When selected
the screen divides itself into four windows
labeled Calendar, Appointments, lb-Do
and Memo. The calendar window looks ex-
actly like what you would expect — rows of
numbered boxes. When you first access
the program, the month and date defaults
to the most recent date set by your system
disk. Because I have designed my startup-
sequence to automatically request the
date and time, my version of Calendar al-
ways begins by displaying the correct day
and time. As the computer's internal clock
ticks away, the time displayed in the ac-
tive window is constantly updated.
Beyond simply letting you check the
dates either present future or past. Calen-
dar helps you keep track of important
dates and appointments. By clicking on
the month icons you can scroll forward or
backward by months, lb jump forward or
backward by years, click on the direction-
al icons displayed below the year, lb select
a specific date, highlight the day of the
month you want to examine. Once select-
&i the thnMJ windows (Appointments, Tb-
Do and Memo) display any appointments
or notes assigned to that day. Use the Ap-
pointment section to arrange your daily
schedule. There is room for a time as well
as a note describing the appointment in
this window. The lb-Do window lets you
input lists of things you want to accom-
plish during the current day When you
dispense with something on the list, you
can check it off, and any unchecked items
can be automatically moved to the next
working day. The memo window lets you
input general text messages to yourself
without requiring they be assigned a
time.
Beyond just helping you manage your
time, the program includes an option to
dump the window to your printer, so you
can share it with your secretary or post it
on your office bulletin board. And if that
weren't enough, the program lets you in-
put two dates and it will tell you instantly
how many days exist bet\veen the two —
useful for reminding your wife how many
shopping days are left before your birth-
day
Calendar's Alarm program can prompt
38 MARCH 1989
Software Reviews/ WorilPeilect library—
you ftxim any program, not just one of Li-
brar/s utilities. Once activated you sim-
ply tell it which Calendar file to use as ref-
erence and then foi^t it. It will automati-
cally search the file and date you assigned
and program itself to report to you when
an appointment is approaching. As an ex-
ample: Let's say it's April 12 and you
make an appointment for your dentist at
10:30 on the morning of June 25, 1989.
When that dale rolls around, any program
you are using will be interrupted and a
small window will appear displaying the
appointment date, time and note. Along
with the visual reminder, the program
will buzz to get your attention and then
proceed to speak the information about
the appointment. I love this feature for
two reasons; (1) it is a useful, sensible fea-
ture which lets tlie computer serve the
user, and (2) it puts the Amiga's synthe-
sized voice to constructive use. I give the
programmer a gold star for the inclusion
of AJarm in the Library collection.
Program Editor
At first glance the program editor may
appear to have little use for most users.
But don't presume because the word pro-
gram is in the title, this offering is usefiil
to software developers alone. Nothing
could be fiirther fiijm the truth, although
it certainly would be of interest to any pro-
grammer, since it includes an option to
edit either alpha/numeric or HEX code,
I found the Editor useful when I needed
to delete some coded garbage which had
been received while transferring an
ASCn file from my Commodore 128 to my
Amiga. Anyone who downloads files
knows that some services and software
will append a block of padding to the end
of the file which needs to be chopped off
before the file or software can be used.
Snipping that unwanted block of code is
very simple with Program Editor. Beyond
that speafic use, the program is perfect for
creating batch files (like the startup-
sequence file).
Anyone who has used the Amiga's sys-
tem editor (ED) will quickly abandon it
for Librarys program editor, since it has
most of the editing functions and none of
the limitations inflicted on the user by
ED.
Fyou are a machine language pro-
grammer, you'll love the program's HEX
edit feature. When it is activated two win-
dovre are opened — one which displays
what is typed in ASCII code and the other
using HEX. You are &Be to input code us-
ing either vrindow — in fact you can toggle
(by activating the window with the
mouse) between the two windows. What is
unique is that regardless of which window
you use, the code is echoed in both win-
dovre (if nothing else, this is a simple way
to learn the HEX equivalents of ASCII
symbols).
Calculator
This utility contains three calculators
designed to perform simple or advanced
mathematical fimctions. The program
performs flawlessly inside the Amiga's
multitasking environment, so you can
toggle between it and any other productiv-
ity program vdth a click of your mouse. In
addition to supporting common math
functions using the standard calculator,
you can turn this one into a (1) scientific
tool complete with trigonometric and loga-
rithmic functions or (2) a programmer's
calculator which supports hexadecimal,
octal, decimal or binaiy mode, or (3) a fi-
nancial aide capable of calculating inter-
est, costs, profit margins and amortiza-
tion. Each mode of operation gives you ac-
cess to 100 memory registers which are
maintained even when the prognmi is
closed. Before you finish with the program
you can even save its current state, in-
cluding registers, contents, display mode,
window position and calculation to disk
for future adjustments. Needless to say,
Ltirar/s Calculator is not a plain vanilla
math machine. If you have a need which
involves math, you can do it with this util-
ity. The program lacks one feature— you
cannot dump your calculations directly to
a printer.
Complaints
As always, I can find something nega-
tive to say about any program, and Li-
brary is no exception. If you are a user of
WordPerfect you will be annoyed by the
inconsistent use of the numeric keypad.
While the word processor uses the nu-
meric pad primarily for cursor and editing
controls (you have to shift to get the nu-
meric response), some of LiAra/ys utilities
ignore it completely or use it with incon-
sistency. Apparently, the numeric keypad
is reserved for the exclusive use of the cal-
culator.
Let me voice one more complaint about
the handling of the numeric keypad by Li-
brarys utilities. If you are a heavy user of
WordPerfect, you will soon stumble across
another reason to be upset with the pro-
grammer's inconsistent handling of the
keypad. One o^Librar/s programs (I'm
Continued on page llO
Excellence,,,
for the Commodore
Product Family
Look for the name that
spells Quality,
Ajfordability,
and Reliability.
U. Kemal - a 20 or 40
Megabyte Hard Drive which sup-
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Super Graphix GOLD - the ultimate printer interface including a 32K buf-
fer, 4 built-in fonts, a utility disk with 27 fonts and more.
Super Graphix - an enhanced printer interface including NLQ, an 8K buffer,
reset button, a utility disk with 27 fonts and more.
Super Graphix jr - an economical printer interface with NLQ and graphics,
FontMaster 11 - a powerful wordprocessor for the C64 with 30 fonts ready
to use, 65 commands, font creator and more.
FontMaster 128 -a super wordprocessor for the 128 including 56 fonts ready
to use, a 102,000 word spell checker and much more.
All Hardware is FCC Certified All Interfaces include a Lifetime Warranty
j= C64 and 128 are rcg. TM of Commodore Business Machines, Inc.
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COMMODORE MAGAZINE 39
Creatf
funis up'
luly^
point.
These days,
you can find
all kinds of pro-
grams that call themselves
desktop publishers. Oh, one
may drop a drawing here or
create a column there. But
don't let anyone kid you.
Nobody's got anything like
geoPublish.
You see, geoPublish is
a real desktop publisher.
With hundreds more features
that unleash your layouts
across an endless number
of pages, and leave your
non-GEOS friends frenzied
with frustration.
luxt
auloinatlcally
flows aivund
graphics.
"Full featured desktop
publishing on the Com-
modore 64? Including
laser printing? If 1 hadn't
seen it with my own eyes
on my own Commodore
64, 1 wouldn't have
believed it, either."
— MicniTimi-s, March, H>tW
With geoPublish, you pour
your geo Write text into col-
umns and around graphics.
Automatically. You can use
any of the 21 preset page
layouts or any of the zillions
you come up with yourself.
After that, it's off to fun
city.
The geoPublish toolbox
is filled with goodies that
help you create all kinds of
special effects in almost
every area, for example, you
can customize over 80 GEOS
compatible fonts. In bold,
itahc, underline, or outline.
In any combination you
choose. Up to 192 points
high.
'Ofthe three soft-
ware packages I used
(geoPublish, Personal
Newsletter, Outrageous
Pages), geoPublish most
resembles professional
desktop publishing
programs!' _ki,n. M„rch whs
.'\nd that's just what you
can do with type. You can
also create columns. Boxes.
Banners. Enlarge or reduce
graphics. Zoom in for detail
work. Preview the entire
page. And print the whole
thing out on a LaserPrinter
for a razor sharp look.
Of course, those aren't the
only reasons we're excited
about geoPublish. It's also
because major magazines —
like the tough guys at INFO
— are raving about it, too.
Saying that people will use
geoPublish "to retire their
Print Shops and Print Mas-
ters" and that "Newsroom
pales in cotnparison'.'
geoPublish Features
General
• WYSIWYG, Wliat-You-Sec-Is-Whai-You-Get.
• import Kfapliics fmiiv RfnE'aim.
•Impuri firupliics from I'riru Sliop, Nftt'sttMim,
Prim MastiT " usiiiK (iHOS Graphics Grabber
(sold separately with DeskiKuk Plus).
• Full page and looni display modes.
• On-screen rulers, disilal cursor control allows
exact placement in full pafje edit modes.
VVVirk iti full p^iKH' [>M'\'if\^- rnt»(le
Zoom into actual size
1 ■U.'V.VBflF.TT^ -
1
'•■■■ (
i
<
Ifer-l
•
rf
3
'iiSMikiiA !'■
i
[ mMES BIG t
(iMtduJUjuiJUitoiu
PpiW H«i^ I?^'^
M"'
Rovk' text into atlLiaiiiis
ric-4iUitnL'S m -i u» i^<: pt^mLs
K.r.v ^[r.i[>hk" ohjirfl iniini[Ki1.t1:i:
Hey, with press like that
what more need we say?
Well, we can say we ve got
even more features. In fact,
a whole What-You-See-Is-
What-You-Get wish list in the
chart to your right, filled
with features that mean busi-
ness. Things like text in any
pattern and automatic font
smoothing and stuff that
nobody else ever thinks of.
So if you're serious about
desktop publishing, take a
look at geoPublish. For Com-
modore owners, it's the only
feature story worth
taking seriously The brightest minds are working witli Berkeley.
• Supports ovvr Ht) (>E'X)S conipatitile font-s in
point sizes ranKiuK from -I to 192 point (.05"
to 2.(i").
' Plain, bold, underline, outline, italic, super-
script and subscript, and any combination of
these typestyles allowtd for each font.
• Supports dot matrix and ["ost Script laser
primers.
• Supports up to 16 pafies in leti^th, kn!«r dr>cu-
menLs cin be cre.itea by settinK the startiiiH
paj^e number.
Master Piige Mode
• Support for left and riKht master passes.
• Set up to If) guidelines for aidinK graphic and
column layout.
• Automatic pajje numbering can set star tins
page.
• Automatie dale HtampinK.
• Full Kraphic tool Ixix (or master pa^e Kra|iiiic
design.
Berkeley
Softworks
• Library feature for savinfj master page layouts,
product conjes witlia master page library with
swcral standard layouts.
Poife l.nyout Mode
■ Imports text fmm any Commodore wird
processor.
• Flexible design and placement of text columns,
column layout, size and combinations can be
altered at any time.
■ Built-in editor supports full word processing
features of geoWrite 2.1 for text flowed into
geoPublish columns.
■ Snap to tjuides feature allows for easy layout
iisinj; master pa};e guidelines,
• llser-seleclabk' gutters (space bctwven
columns).
• Support for unanchored (flow with text) as well
as anchored (text flows around) grajihics.
• Automatically flown text around xrapbics and
from page to page keeping track of up to 1()
separate word processinH documents.
PiiKf Graphic Mode
• Contains a complete object oriented draw pto-
f^raivi. Graphic tools include:
• i'lace picture: Picltire can be centered and ctlp-
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• Special text: Any font may Ik' oulput in any
point size from -i to 192 point. Text may iilso he
printed in any style and in any i>f the 'ii tilCOS
system patterns. Text may be printed either
horizontally or vertically.
• Lines, connected lines and curred lines
(splines): may be drawn in B different thick-
nesses. ha\n; round or squiire endfjoints, and be
drawn in 'A'l different patterns.
■ Rectangles, polygons, circles, and ellipses: may
be framed or unframed and filled with any of
the ?>2 system jxit terns. Kmrne thickness can
also be varied.
■ Any graphic object or group of objects may be
selected at any time and niowd, cut, resized,
brought to the foreground (drawn on top of
ererrthing) or pushed to the background
(drawn under cTCrything),
• Autotnatic smoothing option for pictures and text.
• All tools work in eittler full (Kige proievv mode
or zoom mode.
To order call 1-8(KH43-0100 exL 234
geoPublish
{California residents add Tk. sales tax.)
$2.50 US/$,'5.!S() Foreign for shippiii« and
handling. Allow six weeks for delivery.
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GEOPUBLISH Ssi
AMIGA SOFTWARE REVIEWS'
Reviewed by John J. Kottler
Torch 2081
Computer AmiKa
Publisher: Digital Concepts
43035 Haves Rd.
Suite 229
Sterling Heighte, MI 48078
Price: $&k%
A thunderous clap bursts as anotlier
xaJireball scorches across the sicy. Yom'
eyes follow the hall's path, and you wince
upon its impact. The hurst of light is un-
bearable, yet you manage to fumble for
the doors to the rusty hangar. You punch
the button and they creak open, slowly re-
vealing an archaic Star Defenise Glider.
Maintenance crews shuffle between com-
puter consoles and the glider, making last-
minute adjustments. As you approach ±e
glider, a private salutes, "She's ail ready,
sir."
Your eyes trace the outline of the ship,
but are caught on the mechanism in-
stalled on the rear of the crafl. A sigh of
despair escapes you as you wonder how
this space glider can possibly halt the in-
vasion of fireballs that plagues your plan-
et. You climb into the craft's cockpit, fa-
miliarizing yourself with its ancient in-
struments. Another burst of light sparks
outside the hangar and you realize you
have no time to wjiste. Several lights
blink on at the touch of a button, and you
wrap your hands around the craft's con-
trols. Anxiety builds as you glance hack
toward the new addition to your glider All
you can do is hope and pray that this con-
traption will work. Reseating yourself,
you shove the throttle forward, regaining
confidence once the glider's engines roar
at your conmiand.
Torch 2081 is an arcade game that com-
bines arcade action and strateg>'. As the
pilot of a 39-year-old ship, you are to pro-
tect your planet from the invasion of fire-
balls. This Star Defense Glider (SDG) has
teen outfitted with a de\'ice tliat allows
you to construct metallic barriers which
strengthen the planet's defense shield.
The object is fairly simple: to shield a re-
quired percentage of the planet's territory.
Although this task seems simple, it is not.
The fireball that you are attempting to en-
close bounces around the screen at ran-
dom speeds in random directions. If it
touches your ship or the trail that your
ship leaves behind to construct a wall,
your ship is destroyed. Besides the fireball
As the pilot of a 39-year-oid
ship, you are to protect your
planet from the invasion of
fireballs.
an additional haztird, the spitfire, is occa-
sionally thrown fiiom the core of the fins-
ball. This menace destroys your ship if it
comes in contact with it. In addition there
are perimeter patrollers that rove around
the border of the playing field. They will
also follow along the bordei-s of the walls
you have created and seek to destroy your
glider. As if all this weren't enough, you
must complete the level before yoiu- glider i
runs out of fuel.
Those who remember the ^me Qix
&Bm the arcades will find similarities in
Thrch 2081. The object in Qix was to en-
close an unruly line within boxes created
by your path. Although the gameplay is
fairly similar, Digital Concepts has added
a realistic story line behind it and altered
it enough to make it an incredibly addict-
ing game. The graphics are superbly ani-
mated, and the sounds are clearly digi-
tized. Unfortunately, there is no real dif-
ference between levels of play. Successive
levels offer no unique qualities besides
colors and fill-patterns as far as the play-
ing field is concerned. The only factors
that change are speed, and difficulty. If
there were different playing boards for
each level, the player would have a great-
er desire to continue playing harder to see
the next level. Every five levels there is a
bonus level which includes two fireballs
instead of one.
In all, Digital Concepts has done a fine
job of reviving a classic arcade hit. The
game is one that is enjoyable to play and
will certainly capture the player's atten-
tion for a good length of time. Its only
drawback lies not in the game itself, but
in its documentation. The instruction
manual included with the game is brief-
almost too brief My copy of the manual
neglected to inform me of "Bonus
Squares" that pop up occasionally on the
playing board. Several different squares
appear with different labels. Unfortunate-
ly, this was not covered in the manual,
and I stiD have no idea what some of the
squares do. Some offer bonus points, while
others actually destroy the ship!
Overall, Torch 2081 proves to be a
promising revival of a once-popular ar-
cade game. It is important to remember it
is not a simulator, but a strategic arcade
game viewed ftom above the ship. The
game will certainly be considered a
unique one in the Amiga world and a fa-
vorite to old Q ix fans. B
42 MARCH 1989
AMIGA SOFTWARE REVIEWS'
Reviewed by Jay Kee
Global
Commander
Computer:
Amiga
Publisher:
Data-soft
ISaBNoi-diiofr Place
Chatsworth, CA 91311
Price:
m.%
The year is 2032. You've been appoint-
ed Global Commander of the United
Nuclear Nations, and your mission-
should you choose to accept it^is to ride
shotgun over the 16 member nations and
keep them from blowing each other up — a
job that might best be described as jug-
gling chain saws while going over Niagra
Falls in a rubber dinghy But don't get the
wrong idea. Your chances for success
aren't impossible at all . . . just highly un-
likely.
This is Global Commander, the latest
Amiga release from Datasoft, and one
that is very likely to cause some serious
hair loss among its players.
Your first hint of trouble is the letter
fixim the former Global Commander
printed on the inside front cover of the
manual. It doesn't take a degree in Rocket
Science to realize this guy's elevator
doesn't go all the way to the top floor— ob-
viously the result of too much time spent
playing Global Commander.
The second sign of trouble comes when
you realize that this is the same guy re-
sponsible for supplying the hints and tips
on strategy "sprinkled throughout the
manual."
The final clue comes when you try to
play the game. In a matter of a few moves,
all hell breaks ltx)se. Accusations fly and
demands for food, technology and nuclear
weaponiy start piling up. Cryptic radio
traffic is intercepted, and some of the mes-
sages are even unscrambled enough to be
read. Your orders to re-allocate food and
resources are sometimes ignored; your or-
ders to cut back on nuclear weapons are
always ignored (unless your Rapid De-
ployment UNN Task Force happens to be
stationed in that country, but your UNN
Tksk Force is always two or three weeks
away fhim the country where they're most
needed). Unfiiendly countries start criti-
cizing your efficiency, demanding your
resignation; friendly countries pat you on
The trick is to understand
the true nature of the
relationships between
nations and head off trouble
before it escalates into war.
the back while stockpiling illegal weap-
ons. Conventional wars start without
warning, then nuclear war breaks out. A
non-confidence vote is called, and 12 of 16
countrira give you the thumbs-dowTi —
you're out on your butt.
Back to the manual, re-read it again for
the third time— is there something you
missed? TVy again and yet again. The re-
sults are prettj' much the same.
Balance of Power comes to mind when
you first play this game. There are some
obvious similarities. However, while not
nearly as complex, Glofml Commander is
infinitely more frustrating. The primary
reason is a manual that is too busy being
funny to be usefiil. It provides the barest
outline of the game's various elements, of-
fering virtually no practical or useful in-
formation.
However, the game itself is straightfor-
ward enough. As Global Commander, you
control SDI and Reconnaissance satel-
lites—one to intercept incoming missiles
and the other to gather intelligence infor-
mation—and a UNN f^k Force. You po-
sition the satelhtes over nations that are
either hostile or suspicious, repositioning
them as the political climate changes. You
also deploy the Tksk Force to nations that
are behaving particulariy badly in order
to bring them into line (your only "mili-
taiy" option).
You monitor the Resource, Tfechnologi-
cai and Nuclear capabilities of each coun-
try through simple bar graph displays, |
and monitor communications with a radio
receiver that scans across six frequency
bands. It's up to you to learn which fre-
quency each country is using, and unless
you're tuned to that exact frequency, the
messages you intercept are scrambled.
Unscrambling a message requires turn-
ing eight sipal filters on or off in correct
combination.
Interaction with the 16 member nations
is accomplished through sending or re-
ceiving "memos" and official letters. In
this manner, nations can ask for food, re-
sources or weapons; request sanctions;
state intentions, criticize or praise your
actions or declare war. Concurrently, you
(as Global Commander) can order an in-
crease or decrease in missiles, issue letters
of reprimand or support, allocate food or
technology, tell nations to improve their
relations or call a vote of confidence (not a
particularly good idea in most cases).
The trick to this game is understanding
the true nature of the relationships be-
tween nations and heading off trouble be-
fore it escalates into war. The only prob-
lem is that the manual does not provide
enough background information to enable
a player to adequately interpret the words
or actions of member nations.
The net result is a game that has to be
played blind, with player actions based on
pure guesswork and strategy devised by
trial and error. A frustrating and totally
unnecessary flaw in what is otherwise a
veiy well-designed game. B
COMMODORE MAGAZINE 43
AMIGA SOmVARE REVIEWS'
Ganymed/
Bomb Busters
Computer: Amga
Publishen ReadySoft, Inc.
P.O. Box 1222
LewTston, NY 140^
Price: $^X% each
Two new arcade games from ReadySoft
are for pure arcade addicts wishing to
indulge in some fast-paced shoot-outs and
quick-thinking strategy. Both games
come under the company's EuroHne title,
which means great games for a lower
price.
Ganymed
This is a fast-reflex, laser-blasting game
based on the robotic snow walkers from
the mo\ie Star Wars. Press the fire button
to start out with four ships. It is your job to
assume command ofthe star fighter jet
and blast as many robots as possible. At
the top of the screen are three indicators:
current level, score and the number of
lives remaining. Your ship will always ap-
pear on the far right side of the screen,
and the enemy robots will be hidden
somewhere on the left side. As you move
your ship left or right, the background
will scroll horizontally in that direction.
Each level consists of four large station-
ary robots which fire homing lasers at
your ship. This makes it extremely diffi-
cult to destioy them, requiring you to
make several passes while firing directly
at them. Aflsr several direct hits from
your lasers, the robot will come crashing
to the ground, so you can go on to the next
one. Once all the robots have been de-
stroyed, you will advance to the next level,
which will be tougher than the last. You
will be rewarded with an extra ship for ev-
ery thousand points.
I have one major complaint with
Ganymed— the scenery doesn't change
throughout the entire game. It would've
been nice to see a difierent background
now and then, as well as some different
looking robots.
In spite of this, 1 found Ganymed both
challenging and eryoyable. The game in-
cludes a handy pause option for taking
time out from blasting the enemy and a
top ten list ofthe greatest sky fighters.
Reviewed by Jeffery Scott Hall
It is your job ■
to assume '
command of the star
fighter jet and blast ;,....
as many robots '
as possible,
Ganynied combines great sound efleds
and graphioj in an enjoyable game for |
anyone looking for fast-paced laser action.
Robot Removal: Ganynied Tips |
• When attacking a robot, fire heavily
at the head. Make passes instead of direct
attacks. This is done by firing and run-
ning until the robot is finally destroyed.
• After you've destroyed a robot, part of
the body section might still be visible. Do
not attempt to pass this; if you do, it will
most likely result in the ship's destruc-
tion. Wait to fly past when the body sec- i
tion is no longer visible.
Bomb Busters
Quick thinking and fast action are re-
quired to be a bomb buster. The game be-
gins with rap music and voices in the
background. Press the fire button and en-
ter a level code or press RETURN for
none. After every tenth level in the game,
you will be given a code word which may
be entered at this prompt. This allows
more advanced players to skip past the
less demanding levels of play.
As a member ofthe Bomb Busters, you
must collect all the bombs before they ex-
plode. Equipped only with a jet pack and
four Bomb Busters (or lives), you must
journey to different regions ofthe globe in
order to stop the terrorists fmm destroying
famous landmarks. You appear in ran-
domly-determined places ranging fmm
the Statue of Liberty in the U.S. to the
n
pyramids of Egypt.
Bombs will be placed in different strate-
gic locations around the landmark; the
number of bombs varies according to
which level you are in. It is your job to de-
activate the bombs — by touching them —
before they explode. This is done by mov-
ing our bold character in the direction of
the bomb with his jet pack. (Pressing the
fire button and joystick in the dii-ection
you wish to go activates the jet pack, al-
lovving you to fly around the screen.) This
would seem boring if no enemies were in-
cluded to stop you. So in onler not to dis-
appoint you, at least one enemy will be in
each level. These enemies float in differ-
ent areas on the screen and range fit)m a
.357 Magnum to a broom that just sweeps
you away If any contact is made, you will
lose a life. While you are playing the
game, a laughing happy face will appear
for a short time. If you successfully touch
the happy face, you will be rewarded with
bonus points, an extra life or a power pill
which lets you destroy the enemy When a
bomb starts to flash, you have only a few
seconds to reach it before detonation. E
you are unsuccessful, you will either be
killed or the landmark will be defaced.
After a succe^ful bomb bust, the game
screen will be replaced with the bomb bo-
nus screen. This transition is uniquely
done thinugh the use of screen wipes —
truly a nice added special effect that must
be seen to be appreciated. The bomb bo-
Coittiiuied on page 105
44 MARCH 1989
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Unvr OdEft, UtUHmt, Ym. Mm. Dm't Outi, C>k Budie. C P't HU w«r< P O.i iciiiiM, No
mnltmHI. rniimi iti iKfeabk UH lu Prrcn wDiKt M Ilitiw vllwiil nwn
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The computer that
works like
the mind of a musician.
A musician's mind is like a miraculous computer that runs several programs at the same
time. It weaves a bass line while painting an improvised melody. The mathematics of chords
and scales flood its memory along with emotion and occasional inspiration. It's a perfect
network of intricately choreographed events— all occurring at once,
Commodore* Amiga personal computers work much the same way.
Through a process called multi-tasking, Amigas can actually run several programs at
once. If you're composing or arranging music on a computer, multi-tasking can mean a
radical increase in speed, spontaneity, and creativity.
Because with an Amiga* you can run a MIDI music sequencer
while you edit patches, samples— even your production notes. And
you can compose a music video by running powerful Amiga
graphics software in concert with MIDI music tracks.
So get a closer look at the computer that thinks like vou do. See
your Authorized Dealei; or call 1-800-343-3000, ext. 200 for in-depth
information about the affordable Amiga 500, the expandable Amiga
2000, and the large and growing librarj' of Amiga music software.
Only Amiga Makes It Possible.
m
AMIGA ^
PROJECTS
Buflding a
MIDI Interface
Device
for the Commodore 64
and 128
MIDI is an acronym for Musical In-
strument Digital Interface. MIDI is
a standard communication protocol (fast
serial) that allows various electronic mu-
sic synthesizers to be linked to one an-
other. An electronic marriage of computer
technolo^ to music synthesizers is possi-
ble due to the implementation of MIDI.
This month's project will provide that in-
terface.
Why Electronic Synthesizers?
Electronic synthesizers in general have
opened up a whole new world of possibili-
ties for musicians and artists. Aside from
the synthesizer's ability to accurately
mimic traditional instruments and
sounds, they have an added ability to gen-
erate new colors of sound never seen be-
fore. The possibilities do not end there.
Inasmuch as synthesizers are a tremen-
dous boon for musicians, with MIDI they I
are even better. The most obvious advan-
tage is the ability to play or control sever-
al synthesizers at once from a single
MIDI-compatible instrument (See figure
1). Each synthesizer in the system can be
programmed to play a different instru-
ment, that plays a single track of a multi-
track musical composition. Various musi-
cal parameters such as tempo, volume,
pitdi, patches can also be controlled and
changed via MIDI,
Tbday a composer can hear musical
compositions he has written without the
need for other musicians hanging around
waiting to play a piece or wasting costly
studio time.
History
As early as the 1920's we have had elec-
tronic music synthesizers. The first syn-
thesizer was the Thermin. The Thermin
was used in early productions of science
fiction movies, due to the eerie sound ef-
fects it is capable of pitducing.
In the '60s and 70's the electronic mu-
sic boom bqjan. It started as a trickle of
by John [ovine
ElO
I III II in II MMi
1 1 i I i ITT I riTFI Ti Mi
add ons to standard instruments, such as
fuzz boxes, reverbs and sustain units used
on guitars.
Oscillators generating tone frequencies
were used as simple piano oi^ans. These
basic synthesizers evolved into the Moog
and ARP monophonic synthesizers. (Our
computers have a decent sound synthesiz-
er, the SID chip, that you can use to create
your own sounds a la ADSR envelope.)
The next development was polyphonic
synthesizers that had the capability of
generating more than a single note at
once. At this plateau a number of compan-
ies — Yamaha, Sequential Circuits, Ro-
land, APR and others — began manufac-
turing synthesizers.
The next major advance in synthesizers
added programmable memories. This al-
lowed musicians to easily create pro-
granuned sounds (patches) and store them
in memoiy. Previous to this, keyboards
had to be painstakingly hand wired with
patch corc^ to create a particular sound.
The patchcord setup resembled old-fash-
ioned telephone switchboards on top of the
keyboard. This is why In the early days of
synthesizers people like Keith Emerson
(of Emerson, Lake and Palmer) had ex-
travagant keyboard arrangements on
stage. But with the new pragrammabie
memories, musicians had the flexibility to
recall previously-programmed sound
patches even during live performances.
At this point companies also began add-
ing interfacing devices to their synthesiz-
ers so that musicians could layer synthe-
sizers together to create music.
Other companies began making se-
quencers. Sequencers are devices that can
record a performance and play it back.
A problem arose at this point: connect-
ing sequencers and synthesizers from dif-
foront manufacturers didn't work. Each
manufacturer had created its own protocol
that worked only with systems it created.
Enter MIDI
In 1981 a meeting of the electronic syn-
thesizer manufacturers was held, at the
semi-annual National Association of Mu-
sic Merchants (NAMM), The meeting was
called to discuss the standardization for
the transmitting and recei\Tng of musical
information. The original proposal was
called UM, for Universal Musical Inter-
face. Many of the companies involved had
already developed their own protocol. Be-
cause of this there were a lot of delays,
compromises and revisions before gener-
ating a standard protocol, later to become
known as "MIDI: Musical Instrument
Digital Interface." (It appears that the
word imiuersal in the original proposal
may have invoked anti-trust suits against
the manufacturers, so the name was
dropped,)
Finally in 1983 the first MIDI standard
keyboanls came off the line. Fortunately,
the developers of MIDI were farsighted
enough to leave room in the new standard
for subsequent improvements in technol-
ogy and methodology. 'Ibday MIDI is still
evolving and improving without destroy-
ing the basic communications compatibil-
ity for which it was created.
Anatomy of the MIDI Signal
The fiist thing we notice about a MIDI
signal is that it appears to be a standard
serial signal. A serial signal as we know
needs only two conductor lines to commu-
nicate. The second observation is on the
31,250 Baud +I-Wc (hits per second) rate
used by MIDI. Compare this to your stan-
dard 3(X) or 1200 baud modem, and you
48 MARCH 1989
Projects/Building a MIDI Device
have an idea or how quickly you can
transmit bytes.
Let's examine the serial signal. Looking
at figure 2 we can see that the signal
transmits bits (binaiy ones and zeroes)
like a standard serial line. But upon closer
examination there is a very significant
difference.
Computers use standard TYL logic sig-
nals. A + 5 volt represents a binary "1"
and volts represent binary "0". With
MIDI, however, we do not use voltage to
determine the binaiy state of the line, we
use current. In addition, the signaHng is
the exact opposite. In other words, "cur-
rent off' equals a binary- "1", and "current
on" equals a binaiy "0".
Anatomy of the MIDI Bytes
Eight bits to a byte, well that hasn't
changed. MIDI uses two types of bytes-
Status byte and Data byte. As we know
(or as we should) a byte can contain any
single numeric value between and 255,
MIDI however breaks up the byte into
small groups of bits, then assigns a par-
ticular function to the bit groups, Tb clear
this up before it becomes confusing, let's
analyze the first byte in a MIDI message
called the Status byte (See figure 3).
The Status byte is broken into three
groups. Each of these groups are to be
looked at as a single number The first
group consists of a single bit, bit number
7. Group 1 has two possible values — 1 or
0. The second group consists of three bits,
bits numbers 6, 5 and 4, Group 2 has eight
possible values (0 through 7). The third
group comprises the four remaining bits
numbers 3, 2, 1 and 0. Group 3 has 16 pos-
sible values (0 through 15).
This is how MIDI interprets the data:
Byte #1 Status Byte
Bit# [7][6][5][4I31[2][l]r01
Binaiy 10 10 1
Value I
Indicates Status Byte
If the most significant bit (number 7)
has a value of "1", MIDI determinM that
the byte is a status byte. When MIDI sees
this binary "1" in bit number 7 position, it
knows it is reading a status byte rather
than a data byte.
The second group of bits— bits 6, 5 and
4— specifies the kind of message the sta-
tus byte is transmitting, such as note on,
note off, patch change, etc.
The third group of bits— bits 3, 2, 1 and
0— can represent different kinds of infor-
mation, depending upon what the second
Figure 1. MIDI Serial Signal
5 Mo.
Mo,
"ary
T
Rise and fall time less than 2 microseconds
Figure 2. Anatomy of a MIDI Status Byte
Figure 3,
B;t tt
7 6 5 4 3 2 10
3
<D
C/J Q.
<U r-
5€
MIDI Interface Program
15 POKE 55579,255: POKE 56577, O'CRTG
20 C=12S<-16:D = 64:E = 128:F=0
:J=56577'GAHH
25 READ A,a'BDDE
30 IF A=-l THEN RESTOBElGOTO SS'GFLtl
3S POKE J,C!POKE J,A:POKE J,D'DLXI
40 FOR G=l TO B:NEXT'EEBD
45 POKE J,E:POKE J,A:POKE J.F'DLCJ
50 GOTO 25 'BCOU
55 PRINT"ERROR" 'QAOI
60 DATA 12,175,46,175,43,175,50,175,
52, 175,54, 175, -1,-1'BHDL
fi5 GET KS:IF K$=""THEN 65'EHIE,
70 PRINT 1:G0T0 20'CENE
— << END >>—
Figure 4.
IH OUT TMBU
m DUr THRU
W our THRU
Daisy Chained MIDI Compatible Instruments
Figure 5. MIDI Schematic
Figure 6. MIDI Cable
Use 5 Pin DIN Plugs
Use 2 Good Shielded wire
(see parts list)
Cable lengtti less than 25 feet
Continued on page 94
COMMODORE MAGAZINE 49
NCERS
for the Amiga
by Steve King
The Amiga has turned out to be an in-
ct^ibly versatile computer. Its pro-
cessing speed, power and built-in four-
voice sound capabilities make it ideal for
musical applications— particularly in the
area of musical instrument recording.
However, this capability would not exist
without the MIDI protocol Simply speak-
ing, MIDI (which is an acronym for Musi-
cal Instrument Digital Interface) is a spe-
cial language which permits computers
and MIDI-compatible musical instru-
ments such as keyboards to communicate
with each other through a simple hard-
ware devire plugged into the serial port of
the Amiga, For the remainder of this arti-
50 MARCH 1989
de, I will refer to a musical keyboard as a
"synthesizer" to avoid ainfusion between
it and the computer keyboard. There are
sbcteen separate MIDI channels which for
all practical purposes can transmit or re-
ceive data simultaneously.
When a synthesizer is connected to the
computer, the computer is capable of de-
tecting which noUiS are being played and
their duration. More sophisticated synthe-
sizers can transmit other information
such as the pressure being applied to the
keys, pitch wheel operation and after-
touch. Conversely, a computer can send
MIDI information to a synthesizer. In this
mode, the computer can actually play the
synthesizer and even change instruments,
or voic^, during the rendition. For exam-
ple, a computer program can send a bass
line stair of music to a synthesizer on
MIDI channel 1 and a melody staff on
MIDI channel 2. The program can also in-
struct the synthesizer to pky a bass gui-
tar voice on MIDI channel 1 and a piano
voice on MIDI channel 2 (assuming that
the sjmthesizer has these sounds and is
multi-tibral, or capable of playing differ-
ent sounds simultaneously). When the
playback mode of the program is started,
the synthesizer will play both the bass
and the melody at the same time.
The Amiga has the proces-
sing speed, power and
buiit-in four-voice sound
capabilities that mal<e it
tdeai for musical applica-
tions — particularly in the
area of MIDI musical instru-
ment recording. With a typ-
ical simple MIDI interface
for about $50, and a MIDI-
compatible synthesizer for
less than $18Q, your Amiga
is ready to become a
desktop recording studio.
All that is still required Is
the software to integrate
these components. Such
software, known as a
"sequencer," acts like a
very sophisticated elec-
tronic tape recorder, re-
cording what you play on
the synthesizer and storing
that Information in the
computer's memory or on
disk. Here is a comprehen-
sive overview of the
sequencers currently on the
market for the Amiga as
well as a feature-by-
feature compari-
son of the five
most popular
packages.
C-
^%
•i:
Believe it or not, MIDI is not an expen-
sive proposition. A typical simple MIDI
interface costs about $50, and MIDI-com-
patible synthesizers can be purchased for
less than $180. For this article 1 used the
new Yamaha PSS-480 which can play 12
notes simultaneously. If controlled by the
Amiga, any 12 of its 100 different voices
can be played at any one time. I also used
Datel Computer's MIDI interface which
accepts as an input device one MIDI-com-
patible synthesizer but has outputs to con-
trol three separate device. Other more
expensive MIDI' interface have pass-
through connections, so you can canned
other serial devices (such as modems and
printers) to the interface and use them
without constantly haipdng to switch con-
nectors.
With computer, synthesizer and MIDI
interface in hand, all that is required is
software to integrate them. Such software
is known generically as a "sequencer." A
sequencer is a veiy sophisticated electron-
ic tape recorder which records what you
play on the synthesizer and stores that in-
formation in the computer's memory or on
disk. Unlike a normjil tape recorder, how-
ever, onoe you have recorded a musical
Atypical simple MIDI
interface costs about $50,
and MIDI-compatible
synthesizers can be
purchased for less than
$180.
±
i
^
passage, you can go back and change indi-
vidual notes because they are "recorded"
as numbers and not sounds.
Moreover, you can record several differ-
ent passages and then combine them in
any order to produce an entire song. For
example, if you were recording a three-
minute song on a normal tape deck, you
would have to play several identical
verses and choruses for three mimit^—
and keep doing it over and over until you
got it right! With a sequencer, you can re-
cord the verse and chorus just once, make
corrections on the computer and finally
combine the verse and chorus into a song
merely by instructing the program to re-
peat the verse passage twice, then the cho-
rus, then the verse agam and finally the
chorus. Needless to say, this process (re-
cord, edit and combine) not only saves
time but also produces a flawless perfor-
mance.
There are a number of sequencer pro-
grams on the market, ranging from the
The more tracks a sequencer
has, the more parts and
instrumentation you can
record for each song.
W
±
^
5
very simple for the hobbyist to the highly
complex, powerful and expensive for the
professional musician or recording studio.
I will first discuss the important features
to look for in any sequencer and then re-
view and compare the capabilities of the
different sequencer programs to give you
a better understanding and feel for which
would be best for your particular applica-
tion.
Recording on a Sequencer
There are basically two methods of re-
cording on a sequencer. The first (and
most common) is single-track recording.
In this mode, you activate one of the se-
quencer's tracks, or channels, start it run-
ning and play your synthesizer. Every-
thing you play is fed into the sequencer on
a single MIDI channel which can then be
playai back. You then proceed to record
additional music on other tracks which
are all synchronized. The simplest exam-
ple is recording a bass line on track one,
chords on track two, a melody line on
track three and instrument orchestration
on track four. The more tracks a sequenc-
er has, the more parts and instrumenta-
tion you can record for each song. Al-
though there are only 16 MIDI channels,
professional tape equipment can have
more than 16 tracks and can utilize the
additional sequencer tracks.
Single-track recording is not often use-
ful with MIDI instruments which ou^ut
on several MIDI channels simultaneously
{the upper haff of a keyboard on Channel
1 and the lower half on Channel 2). For
this type of recording, you will need a se-
quencer which initially accepts input fiom
more than one channel. This feature is
particularly usefiil for the musician who
wants to record auto-accompaniment pat-
terns (bass, rhythm, chords and orchestra-
tion) available on many of the home syn-
thesizers which output on up to six differ-
ent channels simultaneously.
Another important feature in recording
is the abihty to shift the timing of each of
the tracks. In this not-so-perfect world, the
odds are that one or more of the tracks
you are recording wiU not start at precise-
ly the same time as the others and will
end up out of sync. Rather than constantly
re-rea)rding to "get it right," a commorJy-
available feature lets you shift a track for-
ward or backwards to line it up with the
others.
'T^mch In and Punch (}ut," simply
speaking, is a method of recording over a
previously-recorded segment of an exist-
ing track. If, for instance, you recorded an
eight-measure melody line and made a
mistake in the third measure, you can
Punch In at the beginning of the third
measure and Punch Out at the end of that
measure, and the sequencer will replace
the previously-recorded third measure
with the new notes you play. Tb be usefiil,
this feature must allow you to easily find
the exact place in your score to Punch In
and Punch Out.
MIDI filtering is also a valuable tool-
especially if you have limited memory.
You will recall that MIDI data is not sim-
ply notes, but also information about key
pressure, aftertouch and pitch wheel oper-
ation. These latter events consume tre-
mendous amounts of memory which de-
crease the amount of space left for your
song. If you don't need this information, it
is best to filter it out in real time while
you are recording. Most sequencers have
an option that lets you specify which
MIDI data you do or don't want to capture,
although some eliminate the unwanted
data as a post-recording editing function.
Another necessity is a Lead-in function
which simply provides a four-beat metro-
nome click prior to actually recording.
Step-time recording is useful
for complicated patterns
where you can't play the
synthesizer fast enough to
achieve your desired effect.
m
?
Without this, it becomes extremely diffi-
cult to know when to start accompanying
the previously-recorded track if subse-
quent tracks are to start at the beginning
52 MARCH 1989
of the sequence. Some sequencers also
provide a continuous metronome beat
throughout your recording session.
Finally, some of the sequencers support
step-time recording. This mode lets you
step through a measure note by note, usu-
ally by pressing keys on the computer
keyboard. At each specified timing point
The data that the sequencer
displays is not in graphic
notation fornn on a staff, but
in a row of letters and
numbers.
?
g
y t -i f
you can insert a note. This is useful for
complicated patterns where you may not
be able to play the synthesizer fast
enough to achieve your desired effect.
Editing WTtat You Have
Recorded
Once you have recorded all of the parts
of your song (including multiple tracks of
the same part so you can select the best),
you will probably want to edit the sections
before you actually a>mbine them into a
completed song. The sequencer should
have a feature which lets you examine
and change each of the MIDI events that
comes into the computer, so that you can
change both the pitch and duration of an
individual note. It should also let you in-
sert Program Change events which, for
example, tell the synthesizer to start play-
ing the notes with a different instrument
voice.
Unfortunately, the data that the se-
quencer displays is not in graphic nota-
tion form on a staff, but in a row of letters
and numbers for each occurrence. The fol-
lowing line is typical of a MIDI event dis-
play;
1:00.00 6 Pgm
1:01.00 C 5 64 Ntn
1:01.11 C 5 Ntf
IVanslated, the above notation means
that at the beginning of the very fuTst
beat, a Program Change event was sent to
the synthesizer telling it to play the notes
that follow with preset voice number sue,
The next two entries indicate that the
note "C" in the fifth octave was pressed at
the beginning of the first measure with a
velocity of 64 and released on the eleventh
clock subbeat of the same measure. Since
there are normally 24 MIDI subbeats per
quarter note (ranging firam to 23), half of
a quarter note (or an eighth note) was
played. The first event was manually en-
tered in the edit section of the sequenrer
while the latter two events represent
musical data fi:T)m the synthesizer.
Needless to say, the inability of se-
quencers to display notes in standard
musital notation makes editing extreme-
ly difficult and time consuming, and each
program has its own method of displaying
MIDI data events, lb edit the MIDI data,
you must first find the specific event and
then manually edit the line to make the
appropriate change. And in most cases, if
you add a new note, at some point you will
have to insert an appropriate event to
turn that note off. Also, all sequen{»rs
should have conmnands to copy, delete and
move blocks of MIDI data.
Another extremely important feature is
Quantization, or Auto-Correction. As the
resolution of sequencers is so great, the se-
quencer will actually record the note to
tire nearest l/i92nd of a beat (and some-
times smaller). Thus, what you may think
is a quarter note may actually be picked
up as a 49/192nd note. Close, but no cigar.
While the difference is audibly meaning-
less, try using a program that takes your
song and prints it as sheet music. Have
you ever seen a graphic notation for a
49/192nd note? There is, however, a sim-
ple way to solve the problem. After you
Quantization, or Auto-
Correction allows you to tell
the sequencer to go back
over all the notes and round
them off to some sensible
value.
^^
have recorded your tracks, simply tell the
sequencer to go back over all the notes
and round them off to some sensible value
(such a sbrteenth or eighth note). In fact,
some sequencers will even do the auto-cor-
rection as you are playing in real time. In
some of the sequencers, while the note will
still remain a 49/192nd note, the begin-
ning of the note will be moved to a round-
ed note value position.
Another useful feature to have is TVack
Merge. This feature will take all the notes
on several user-specified tracks and com-
bine them into one track. For example,
you can play the same eight-measure
musical passage three times— once on
track one, then on track two and finally
on track three. In the edit mode, delete
those portions of each track which are not
to your liking (making sure that you have
left at least one segment for each portion).
What remains is the best of each take
spread over three different tracks. Now by
merging the three tracks, you'll end up
with one track representing the best of
them all.
Other tools usually available on all se-
quencers allow you to transptse the pitch
of any pattern, track or portion of one as
All of the sequencers will
play through external devices
such as synthesizers, but
only a few will use the
internal Amiga voices.
^sg
well as set the tempo of tracks or even
specified parts of them.
Putting It All Together
Once you are satisfied with all your lit-
tle sequences, you must combine them in
some logical fashion to come up with your
final creation — a hit song, of course. Obvi-
ously, all sequencers will aoDomplish this
vital task, but some do it more easily than
others. Stnre each pattern or sequence of
your song will probably contain several
parallel tracks (for bass, rhythm, chords,
melody, etc.), the important point is the
ease in rombining all of the segments at
one time. Some sequencers will link speci-
fied tracks to one sequence (which makes
creating your song simple) while others
may require you to link your melody se-
quences, then the bass, then the chords
and so forth. This is called doing it the
hard way.
When your song has been patched to-
gether, it's time to hear it. All of the se-
quencers will play the notes through ex-
ternal devices such as drum machines and
synthesizers, but only a few will use the
internal Amiga voices and digitized in-
strument sounds. This feature is great for
Continued on page 96
COMMODORE MAGAZINE 53
In the last three years, my grow-
ing computer systems have not
only paid for themselves but have
also pumped extra funds into
the budget Perhaps the only
difference between us is I play
with computers and get paid for
it, while you may still be paying
to play. With that in mind, I've
collected some money*making
ideas you might want to try with
your computer. Tm sure one or
more could be adapted to match
your particular situation,
experience and time constraints.
With a litUe planning and work
you can convert your hobby
computer into a money maker
instead of a bank account buster.
MNHGIT
m
by Gary V. Fields
A single financial rule governs all my
hardware and software purchases:
each item can only be bought with money
generated by my computers. As you
might guess, this rule was not my idea. It
was conceived, enacted and religiously en-
forced by my wife. She first became
alarmed when she noticed more of the
household budget was going into software
and hai-dware purchases than mortgage
payments.
But it was the death of our 15-year-old
washing machine which sparked the pas-
sage of her fiscal rraponsibility doctrine.
When the unfaithfiil old thing popped its
last gasket my wife discovered our "emer-
gency" money had evaporated about the
same time I purchased my third 1541
drive. She was not happy with rae. At the
time, I thought she was being a bit narrow
minded (not to mention autocratic)— after
all, which is more important, laundry or
another disk drive? But looking back, I
must admit a roof over our liead and clean
underwear is probably more important
than things like dual drives and 80-col-
iinm displays.
When the demise of our washing ma-
chine brought our financial problems to a
head, I had but two options; (1) I could .;;.■
either restrict my computer-related pur- ■ '■■'
chases or (2) find a way to make my
computers pay for themselves, ThankfiiUy,
Tve been able to do the latter
Ibday, the payback potential of every
m^or purchase (for us that means any-
54 MARCH 1989
^'
creuvu.:tc> li oi^ys'^-x^:?^
'^
H^'
r
tiling over S30!) is considered before the
item is bought. And in Uhe last three
years, my growing computer systems
have not only paid for Uvemselves but
have pumped extra fimds into the budget.
Now all of our leisure expenditures (every-
thing from vacations to the beach, to din-
nere for two) are financed with "computer
money." I suspect most of us are much
alike — we enjoy computers, love to try
new or different software programs and
get a thriU watching a photon-charged
screen being updated. Perhaps the only
difference between us is I play with com-
puters and get paid for it, while you may
still be paying to play.
With that in mind, Tve collected some
money-making ideas you might want to
try with your computer. Fm sure one or
more coidd be adapted to match your par-
ticular situation, experience and time con-
straints. With a little planning and work
you can convert your hobby computer into
a money maker instead of a bank account
buster.
First you have to evaluate your situa-
tion. What are your interests, and how
much time are you willing to contribute to
making money with your computer? Few
people are going to pay you to play games
(unless you are beta testing software), but
if you can use your computer to make
their life easier, save them money or time,
or help them deliver their products, they
will welcome you with open arms and wal-
lets. Unlike traditional tools, computers
can be used for thousands of different jobs,
providing you have the know-how and
software required. Before you start you
must identify your saleable skills and
knowledge — are you more fluent in a com-
puter language, databases, word process-
ing or are you a pixel artist? And remem-
ber, just owning and feeling comfortable
around computers may open some doors
for you.
Programming
■■ /' -Beiiig ^ble to program your computer is
not a prereqdisite to using it for profit, but
if you are fluent in any computer lan-
guage your options are multiplied, I am
far from qualifying as a professional pro-
grammer, but small business ownei^ ap-
proach me periodically to write specific ap-
plications software for them. The first job I
did was for a general contractor who want-
ed a simple database designed specifically
for his company's payroll, inventory and
tax requirements. For such applications,
straight BASIC pragrams are sufficient.
Writing and debugging the program took ,
four weeks of my spare time. I not only got
paid by the contractor, but have also been
able to adjust the program to suit the
needs of other small business and have
sold the altered program several times.
The trick is to get the first business owner
to trust you to program for his or her com-
pany Once you've proven yourself, other
contracts come easy— one business owner
refers you to another and that one to an-
other, etc.
More than a few high school and aAlegs
students pick up more than pocket change
(not to mention experience) by working
after school with small to medium sized
companies tailoring their computer sys-
tem. Many commercial software develop-
ers got their start by working for small
and medium sized companies streamlin-
ing their system's software while still in
school. If you enjoy using your Siystem for
business applications, talk with the busi-
ness owners you know. You will be sur-
prised how many would pay to have a
"hacker" around to clear the haze sur-
rounding c»mputer
terms, software and
hardware as well solve
system errors.
Business Applications
Almost all small business
owners recognize computers as
useful tools. But very often these
people have neither the desire
a computer siystem for their com-
pany, nor time to research, purchase
and install even though they know they
need to modernize to compete. And when
they do buy a system, they often ifesent
the cost and time required
to train their employees
to master it (the 9 to 5
computer experts who
do the training cost big
bucks). This is where you
come in. Most business
applications fall into three
^
S
COMMODORE MAGAZINE 55
categories — word pTOcessing, data
base management and spreadsheet'
applications. If you are comfortable with
any of these type programs, you have a
marketable skill Many smaU business
owners will be wiUing to hire you to
train their personnel in your spare time
(providing you charge less than those 9 to
5 guys). Or if the company is very small
you might be able to manage their data-
base, or word processing chores yourself—
either in their office or in your own home
at night or weekends.
Stocks and Bonds
If you know anytliing about the stock
market, you probably know people who in-
vest there. Because there are specialty
software and information services (like
OimpuServe) available to help investors
keep track of specific stocks, bonds and
mutual fimds, you and your computer
could collect vital information for those in-
vestors. Chances are there are a dozen or
so people on your side of town who would
be willing to pay you a retainer fee (or pay
you commissions) for keeping daily track
of the stocks they follow.
Digitizing for Dollars
If you are artistic, here are two ideas
which you might try. When my wife gets
her hair styled it never quite matches
what she had envisioned. But using a di-
gitizer (either Digital Vision's Computer-
eyes for the 64 or NewTfek's Digi-View for
the Amiga), a pixel artist could capture
her face on screen and then manually
sketch and correct the desired hairdo until
she is happy Then, instead of the beauti-
cian having to rely upon her verbal de-
scription they could see exactly how she
expected her hair to look when she walked
out of their shop.
The same hardware and software could
be used by home owners or contractors de-
ciding what changes to make when either
building or remodeling a house. A digi-
tized image of a kitchen could be recreated
to show exactly how the changes would
look. Or if you are building a new home,
an architect's sketches could be overlayed
on a digitized photo of the property you in-
tended to build, so you would know exact-
ly what to expect when the last shingle is
hammered into place. Fm sure you can
think of other appUcations for digitized
images for which people would be willing
to pay, but these are the first t\vo that
came to mind.
Word Proc^sing
I suspect more money has been made
using a word processor than on any other
software. If you go to any college's student
hall you will see a bulletin board with no-
tices offering to type term papers, reports,
etc. for a f^. If you are a decent typist and
own a good quality printer, this could be
your meal ticket. Just leave your own no-
tice on these boards, do the work and col-
lect a check — what could be easier?
lyping resumes and cover letters for
people trying to change jobs can help your
system pay for itself too. All you need to
get started is a short ad in your local
newspaper's classified section. Any good
book store or library carries books giving
good examples of what to include in a re-
sume. If you decide to go this route, I'd ad-
vise you to buy one. Being able to help the
client decide what to say (or not to say) in
a resume will help them get the job and
you to get referral work. After you've done
a couple dozen resumes, youll be able to
minimize the typing chore of new clients
by simply recalling older resumes and
changing or adding only where vital infor-
mation differs.
Tax Money
Who doesn't have to pay taxes? Most of
us, after trying to decipher the "simpli-
fied" forms turn to an accountant or tax
service for help. The accountant I use
charges by the hour — so the longer it
takes to prepare my tax forms, the more it
costs me. I cut these charges by organiz-
ing my tax information before I take it to
her. I suspect most people would gladly
pay someone else to help them cut this
cost.
With your computer and a simple data
base (or my "Ikx Records 128" program
which appeared in the Mareh 1988 issue
oWommodore Magazine) you can not
only cut your own tax preparation cost but
also make some money cutting the cost for
others. It would be seasonable work, but
as sure as April follows March, the work
would be there year after year.
If you are familiar vrith the tax laws,
you might even want to prepare tax re-
turns for others, rather than just organize
their paper work. There are good tax prep-
aration software packages for each of the
Commodore systems. Ilie one I am most
familiar with is call Swiftax and is mar-
keted by Timeworks. Like all the other
programs it is updated each year to reflect
the newest tax laws.
Teaching
You might be surprised how much com-
puter knowledge you have which others
would be willing to pay to learn. You could
run a small "piano-teaching"-type busi-
ness in your own home. First, run a classi-
fied ad in the local newspaper or s^e
shopper (in the latter, personal ads are
usually free) stating that you are offering
ojmputer literacy classes in your home
and list your phone number for reserva-
56 MARCH 1989
tions. Then schedule dasses when they
are most convenient for you. But be pre-
pared to teach— not play games. Most of
your clients will be interested in learning
to program or how to master their produc-
tivity software.
Publishing and Visuals
Because Commodore computers excel
in graphic abilities, they are perfect for
creating visual aides, graphs or slides for
business presentations. Lots of companies
need graphics created for annual reports,
sales seminars, promotions, in-house
newsletters, etc. Again, the bigger com-
panies will have in-house departments to
create these, but the smaller businesses
have neither the staff nor the time to do
these, although they might like to. Tkke
an example of the type of visuals (slides,
printed, videos) you could supply them
and make them an offer. Again, once you
have your foot inside the door, this type of
service has the potential to grow into a
healthy part-time business vrith little ex-
pense on your part.
How I Made It Pay
We all deserve to get lucky once or twire
in a lifetime. My lucky streak started
about a year after I bought my first 64.
My entire background is in the pubiishing
industry, my degree is in journalism, and
my nine-to-five job is with the local news-
paper. So it was only natural that as I be-
came more and more involved with com-
puters I would want to write about them.
By the same token it was easier to sell edi-
tors on my story ideas and reviews be-
cause I was already in the pubHshing in-
dustry. As a result, what began as a hobby
has developed into a steady part-time job.
But before I be^n writing about com-
puters I learned how to program my 64. 1
spent a lot of time and more than a few
dollars buying magazines and duplicating
program listings and then playing with
the code to see what effect changes would
make. Eventually, I felt some of my pro-
grams were good enough to offer for publi-
cation. That's how I got my foot into the
paying side of the computer industry. But
if I had beheved in omens my efforts for
program would have ended right there.
The fii^t publication to buy a program
from me (Creative Computing), paid me
and promptly ceased to publish. Yes, they
went out of business. So the first program
to earn me a ch«:k never appeared in
print — but at least I had proof someone
was willing to pay for my "hobby." (Even
Because the software market has re-
leased quality video titler programs for
both the 64 and Amiga, creating custom
video titles or training videos would be a
natural money-making avenue to explores
But before jumping in, you either need to
know something about video development
or be willing to spend some time learning.
But with the rising number of personal
camcorders, Fm sure there are people will-
ing to spend some cash having .someone
produce professional title screens and
credits to give their creations a Hollywood
look. Don't exclude businesses from your
video creations either As businesses mod-
ernize, they also develop a hunger for
flashy, eye-catching business and annual
reports. Using your computer and both
video titlers or powerful graphic packages
you can create that glitter for them.
Realtors
If you are a realtor, you might consider
the advantages of using a digitized house
listing compatible with a databases like
Superbase Professional (Precision Soft-
though I felt a little guilty about the mag-
azine's demise, I promptly cashed the
check anyway).
Over the years, people keep
asking me the same
questions, which I have
never seen ansv\/ered in any
publication. So, here are
the questions and one soft-
ware reviewer's answers.
Although I still enjoy programming
(and find it more fim and challenging
than any computer game), I know I have
neither the talent, patience nor desire to
go beyond what Fve already done. And
unless I go beyond BASIC programming,
I can make more money writing articles
and reviewing other programmer's work.
But having the ability to program makes
me appreciate the efforts and abilities of
those who do produce and market com-
mercial software. And I think my expe-
rience makes me a better reviewer
Unlike most of the articles which ap-
pear in this (or any pubhcation) this side-
bar was not solicited. Normally Jim Gra-
cely or Susan West, the magazine's edi-
tors, and I decide what I will write about
months before deadline. But this one is
ware) or Microfiche Filer or Microfiche
Filer Plus (Sofhvare Visions) on the
Amiga. These programs allow the user to
store and view digitized photos. Using
them you txiuld quickly search and recall
properties which meet the requirements of
your client almost instantly. For instance,
if your client were looking for a house
costing less than $95,000, with two bed-
rooms, family room and double garage on
the east side of to\\Ti, all you'd have to do
is define a sort according to that criteria.
When a match was found, your client
could view digitized photos of the interior
and exterior of the house without stepping
away fix)m your computer screen. Then
rather than run all around town looking
for just the right home, you and your cli-
ent could concentrate on the homes which
fit their requirements.
ff you are not a realtor, chances are you
could still sell this idea to one and earn ex-
tra money maintaining the database and
photo files for them. Rather than using di-
gitized photographs to illustrate your Aa-
Conlinued on page 100
different— it is personal. I've been lucky
enough to get paid to evaluate software or
hardware for haff a dozen publications.
And over those years, people keep asking
me the same questions, which I have nev-
er seen answered in any publication. So,
here are the questions and one software
reviewer's answers:
The most often-asked question is; "Do
editors tell you to say only good things
about those products?" The honest truth is
no. No editor I have ever worked for (and
Fve been paid fay most of the editors of the
major computer publications) has tried to
influence my product reviews, nor has
changed the content of what Fve written.
Because Fve worked almost exclusively
for Commodore Magazine for the past
three years, some of the people Fve met at
users groups have asked if I pull punches
because the name Commodore appears on
the cover of the magazine. The answer
again is no. As one who has seen the oper-
ation of the magazine first hand (I am not
an employee— instead I work by contract),
I am amazed at how little influence the
parent company exerts on what the maga-
zine says or covers.
The editors have only placed three re-
strictions on what I write: (1) I have to be
honest, (2) I must cover all the important
details of a product (the magazine sup-
pUes reviewers with a written guideline to
follow), and (3) I should try to comply with
Continued on page 102
COMMODORE MAGAZINE 57
OF THE
Impressions
World of
Commodore
by Russ Ceccola
My assignment was simple:
investigate a gathering of a myriad
self-proclaimed Commodore
"computerpfiiles" in Philadelpfiia
on tfie first weekend of November.
It was the first time I fiad been
assigned to such a case, and I took
no chances. I holstered my service
revolver, donned my trench coat and
fedora and headed toward the
Philadelphia Civic Center for the first
World of Commodore Show in the
United States.
■ he suspects were in large numbei's
" and grouped in tiny booths, selling
and buying wares — no doubt illegal mer-
chandise. I sneaked through the doorway
and picked up a show guide that detailed
the proceedings of the weekend. Keeping
to the shadows was tough, biside the foyer
I decided to go undercover; I removed my
coat and hat and stood in the light, perus-
ing my show guide for any obvious signs
of illegal sales.
W3i scheduled meeting times and
places spelled out in front of my eyes, I
thought I had stumbled upon the bust of
the decade. I decided to call for reinforce-
ments. But before I risked using the
phone, I took a peek inside the doorway to
see what I was up against. Walking into
the light inside the door , . ,
... I was struck with an awesome sight—
The World of Commodore in Philadelphia.
Think this is True Detective or sometliing?
No way! This is Commodore Magazine,
and the exciting events Fm about to de-
scribe took place at the first-ever U.S.
World of Commodore.
World of Commodore was bom in Can-
ada, and for the past sk years has enjoyed
much success as an annual Tbronto-based
extravaganza. In fact, World of Commo-
dore is the largest annual computer show
held in Canada. But now the show is on
the road— first in Philadelphia, and from
May 19-21, 1989, at the Los Angeles Con-
vention Center.
My real assignment was to make obser-
vations of the show, for the November
showcase was the first Commodore show I
had ever attended. After spending a cou-
ple of days in the exhibit hall, two things
became obvious: World of Commodore
means two things— a celebration of the
computers that we have come to know and
love and on which we spend our hard-
earned money and a capitalization on the
power of the Commodore computers by
various software designers and compan-
ies. Let me describe each idea separately,
so you will know what to expect upon your
arrival at a Commodore show.
impressions
from the inside
Hlagaiine booth.
58 MARCH 1989
When I first walked in the door at the
Philadelphia Ci™ Center, three things
came into view. They were a booth with di-
rector's chairs and continuous showings of
old Honeymooners episodes, a giant bal-
loon with the excellence! word processor's
logo and a giant Commodore tower, ni get
to these later. For now, let me justify what
I said about the convention being a "cele-
bration." As we all know (because we buy
this magazine and own Commodore com-
puters), our Commodore machines are
powerful tools for productivity, creativity
and fim, (And all Apple, Atari and IBM
users can go wallow in mud!) Conunodore
computers are easy to u^, have lots of
software available, and have great graph-
ics and sounds at reasonable prices. The
possibilities for Commodore machines are
endJ^s. I should know better than any-
one, for those are the four reasons why I
bought my Commodore 64 over three
years ago and have since bought a Com-
modore 128 and Amiga 500,
The companies exhibiting at World of
Conunodore share our enthusiasm for
Commodore computers. These companies
understand the incredible power per dol-
lar of Conmiodore's computers and stop at
nothing to make software for our ma-
chines because of this power Just spend
five or ten minutes with any Commodore
computer and it's easy to be impressed.
Impressing you was what all of the com-
panies intended to do at this convention.
This explains all of the exhibits, seminars
and shows that took place during the con-
vention. Let's talk about exhibits.
Exhibitors at the show included softr
ware companies, computer stores, soft-
ware stores, publications (on paper and
disk), user groups, hardware companies
and—the company that started it all-
Commodore Business Machines. [See box
for a complete list of exhibitore.] Those
Honeymooners episodes I mentioned were
shown by First Row Software to preview
their newest game based on The Honey-
mooners. The balloon was part of Micro-
Systems Software's exhibit set up to dem-
onstrate their word processor, excellence!
The bulk of the exhibitors were there to
showcase their own personal triumphs in
programming for Commodores, as well as
to sell their products. A demonstration of
a program to a potential customer with
hands-on experience can be the deciding
factor in whether to buy a product or not.
At the same time, the buyer can instantly
tell whether the product uses the power ly-
ing dormant in the computer—whether
the product makes the best use out of
what is available. This is exactly the dual
role of (slebration and capitalization at
World of Commodore.
Commodore Business Machines, Inc.
themselves sponsored a huge exhibit un-
der that tower I mentioned in the back of
the hall. Under the tower were many
Amigas, 128's, 64's and Commodore PC
compatibles running programs of various
types for the \'isitors to see. You could play
games, examine word processors or
spreadsheets, draw pictures, make sounds
and do eveiything that is possible with
Commodore computers, free for the mod-
est price of admission ($10), of com^.
Dozens of Commodore engineers and tech-
nical support representatives were on
hand to answer questions and put the ma-
diines through their paces.
The arcade at the back of the hall fea-
tured a revolving selection of Commodore
64 areade hits. Admission to the arcade
(for a donation to Philadelphia's Chil-
dren's Hospital) bought you a chance to
play Skir Empire, Stealth Mission, Super
Sunday, NBA, Silent Service, Up Peri-
scope!, Microleague Wrestling and others,
Suddenly an entity materializes. Quickly takmg on an appropriate
human form and appearance. It takes a look a-o""/!.
It rests for a moment, stabiliilng its aspect ratio, t^efore
completing it's metamorphosis into. . .Power User.
Thinking this is Kansas, PU loads a gray- scale palette, quietly
exits the monitor and begins to walk,,.
Into the now-gathering throngs of unsuspecting show attendees.
Every now and then Fd go back to the ar-
cade to escape the crowds — only to find
tons of teenagers and little kida hogging
the machines. Oh, well.
I have never seen so much
software for Commodore
computers so drastically
reduced.
The show also celebrated Commodore
computers with seminars and stage
shows. A schedule of these mini-events
was included in the show guide I picked
up as I entered the exhibit hall. liie stage
shows featured the major new products
previewed and displayed at the show and
took place on a stage in the back of the ex-
hibit hall with assistance from a 35-inch
Mitsubishi monitor (lovingly referred to
by Conmiodore insiders as "big brother").
Most of the exhibitors had a stage show
sometime during the weekend. The semi-
nars were usefiil discussions that ranged
from one to two hours. Because of time
constraints, I saw only a couple of them,
but I could see that the curious had their
doubts removed and questions answered,
and the seasoned Commodore pros (like
myself) learned something new too. Semi-
nar topics included: Commodore in Educa-
tion, Amiga Music Made Easy, Tblecom-
munications Clinic, Word Processing
Clinic and Desktop Video.
Commodore sponsored both a Commo-
dore 64/128 Clinic and an Amiga Clinic.
At the Amiga Chnic Gail Wellington
(Commodore's General Manager, World-
wide Software and Product Support) ex-
plained why projects like AmigaDOS 1.3
take longer than originally projected:
'The first 90% of the project takes 90% of
the time, and the last 10% of the project
takes the other 90% of the time." Gail's re-
turn to Commodore after an illness was
celebrated during World of Commodore at
a reception in her honor hosted by Bobby
Koticic of the Disc Company
As I said at the beginning ofthis article.
The World of Commodore show serves a
dual role as both a celebration and cap-
italization on Conunodore computers. The
exhibitors sell their merchandise, local
software stores and mail-order companies
clear their stock, hardware companies
take trade-ins and make deals, and var-
ious magazines and user groups accept
subscriptions and memberships at re-
duced rates. The important tWng to notice
about all of these things is that incredible
discounts are offered. I have never seen so
much software for Conunodore computers
so drastically reduced, hi the Commodore
Store, some of the older Conunodore 64
products (pnxiuced by Conmiodore) were
marked down to two dollars.
Other savings could be found around
the hall as well. The software retailers
and software publisher representatives
constantly marked down their product to
gamer sales. By the show's end, prices
were a lot lower for various products
around the exhibit hall. Remember: the
last day of the show is the best if you're
looking for a good deal. Regardless of
what you wanted, you could find it at
World of Commodore cheaper than you
would at any store.
Commodore's dealers kicked off the spe-
cial Amiga 500 holiday offer during the
show, lb promote the offer (buy an Amiga
500 vrith 1084 monitor and special soft-
ware bundle, get a free VCR), Commodore
donated an Amiga 500 system (with VCR)
to be raffled off in the Commodore Maga-
zine booth. The lucky winner was Gil
Sweigart of Akron, PA.
You can see how the words celebration
and capitalization go hand in hand at Uie
World of Commodore, Although people
did hope to make sales, all of the exhibi-
tors were friendly and more interested in
shov\ing me tlieir products than taking
money &om my wallet. The general idea
of the show was to let the products sell
themselves. And that they did. Listening
in on conversations, I noticed how people
were impressed with certain products and
the convention as a whole and wanted to
see more. Most importantly, the visitors
were happy that they had invested in
Commodore machines. Aren't we all?! So,
as I left the hall . . .
I realized that I had stumbled upon the
Exhibitors at
The World of Commodore
in Pluladelphia
A-Squared Distribution, Inc,
Abacus Software
Actionsoft
A/wy/Intemational, Inc.
AM News Magazine
ASDG, Inc.
Avalon Hill Game Company
Ax Productions
BAUD User Group
Bobco
Berkeley Softworks
Briwall
Brown-Wagh Publishing Co., Inc.
Burocare Graphic Design
C & M Electric
CW Communications
Central Coast Software
Chip Level Designs
Commodore Business Machines, Inc.
Commodore Magazine
Comp-U-Save
Compute! Publications
Comspec Tbronto
Creative Mian Designs
Digital Creations
Digitek Inc.
Disks & Labels to Go
Expert Services
Firet Row Software
Free Spirit Software
Gold Disk, Inc.
Golden Het^e, Inc.
Great Valley Products, Inc.
Haitex Resources
Hands On Software, Inc.
Hilside Hard & Soft Computerware
Inforite Corporation
Irwin Magnetics
Jersey Amiga Users Group
Kids Computer News
Mercury Softwaj?e
Michtron'Microdeal
Micro League Sports
MicraProse Software
Micro-Systems Software
Mindware International
Momterm
New Horizons Software
NewTfek, Inc.
New York Camera & Video
Oxxi, Inc.
Phil Amiga Usere Group
PM Publications
Pittsburgh Commodore Users Group
Precision, Inc.
Progressive Peripherals & Software
Quantum Computer Services, Inc.
Softdisk, Inc.
Software Hut
Software Support International
Software Visions, Inc.
Southeast Pennsylvania User Groups
Sphit Technology Corp.
SubLogic (!3orp.
Supra Corp.
The Guitar Connection
60 MARCH 1989
major find of my career. I quickly re-
dr^sed in my mock-spys outfit, left the
Civic Center and headed back to my un-
marked car. I decided not to call in for re-
inforcements and headed back to the pre-
cinct, pretending ignorance of the conven-
tion. After finishing up my work for the
evening, I went home, I was proud of my
investigative skilb, hut even more proud
of my newly acquired toys— a Commodore
Amiga 500 and a copy of Sex: Vixens From
Space! EB
fS^di^s a torn Walk" demo in the Baltimore Amiga Usefs and
?*!_r^ .^^ .iHn/md««in,inately into the crowd and neutralizes it.
Developer's booth firing indescriminately
^^IJIZTkilldled spirit, Power User rtioves toward the NewTek> ^A
iMoth and asks for Maxine Headroom. Alas, wrong resolution. —
As Jim Gracely and Gordon Hunter are selecting the '"^k;; *'""". °Vk,^™^'
500 Fast-Forward system, Power User boldly leaps into the spinning ba ot
barrel A r^oment later PU surfaces, unharmed, holding the only correctly
completed entry form.
Power User spies a dtgi-beach, and wonders. .
MODEL PHoroGFtAPm, DiGiriZMioJ*- wi'Shallm- Rosenthal
Blf-KfiRniJNDPtiOIMRAPHV- CHAHlES BARIHOLOMEW
Basking on the silicon beach in the raster's warm rays. Power User dreams of the
next World of Commodore.
TECHNOLOGY
Looking
Ahead
Viruses, Worms and
Trojan Horses
This is the first in a scries of articles
examining some of the more interest-
ing aspects and future applications of
computer technologj'. These concepts and
ideas are presented not as speculation, but
more as extrapolation from current tech-
nology to take a look at the directions this
technology might take. Some of these ex-
trapolations may sound like science fic-
tion, but we are entering the age where
science fiction can become science fact in a
very short time.
When most of our fathers were young
men, Fm sure they considered the concept
of a man walking on tlie moon no more
possible in their lifetimes than we consid-
er travelling at the speed of light, yet it
happened. Consider that that event first
occurred before today's high school seniors
were even bom! We live in an age where
changes come fast. The database of know-
ledge in electronics alone is doubling in
size every two years. While the hardware
advances seem to come fast, the speed of
the advances in software state of the art is
at least triple that speed. This series will
examine some of these advances and take
a peek at where they might be going. Your
comments and input will be greatly appre-
ciated as we begin . . . Looking Ahead.
The newspapers and TV news have
been alive with the late-breaking stories:
"Virus Invades Defense Computer,"
"Worm Program Wipes out University's
Records," and a whole bevy of others. Just
the nam^ worm and virus, evoke
stealthy, evil and destructive connota-
tions. Yes, even your very own computer
may be exposed to infection from a seem-
ingly-innocent shareware program disk or
down the phone line as you peruse your lo-
cal BBS.
There have never been adequate defini-
tions for worms, viruses and other such
stealthy pieces of code, but Bill Buckley,
author of the first worm program, pub-
lished in Scientific American May 1985,
offers two that are as good as any: A worm
is a piece of code that moves itself about in
a computer's memory. A virus is a piece of
code that attaches itself to some other pro-
gram. Whether these programs replicate
themselves or do something destructive is
merely a characteristic of the program.
There are other unwanted, destructive
pieces of software out there as well. One
example is the "Th)jan Horse," a program
that purports to do one thing and does
something entirely different. IVojan
horses have been written to do such das-
tardly things as reformat your hard disk.
Viruses
Tb date, the use of \i ruses has been
limited to unscrupulous "vandals" hoping
to make their mark on some unsuspecting
user's system. Like street graffiti artists,
they attain little more gratification than
being able to brag about being the respon-
sible party to their friends.
The truth about most viruses is that
they are fairly easy to detect. If they are
indeed attached to imother program, a
simple directory command from the DOS
will reveal that the suspected infected pro-
gram is larger than an uninfected version
of the same program. Real problems, such
as tho.se we've been seeing the past sever-
al months, arise when the virus is en-
dowed with the ability to reproduce. The
vii-us happily goes about reproducing it-
self, consuming more and more memoiy
and spreading across a network of com-
puters. Like its biological namesake, the
virus can spread and infect every comput-
er it comes across. This though, is also lit-
tle more than a prank because by repro-
ducing and growing, the virus becomes
apparent as it coasumes gigabyte after gi-
gabyte of available memory and computer
user operations slow while the CPU strug-
gles to service all of the ensuing activity.
Viruses have been programmed to do a
by Jeff Spira
wide range of things. Some are totally be-
nign and merely announce their presence
oaasionally with a message on the screen.
Others lock up the RAM of the machine
by filling it with gibberish requiring a re-
boot of the system. Still others attack and
destroy or totally scramble disk files. Note
that these are all overt acts designed to
suddenly make the user painfully aware
that his system is infected. Viruses may
be programmed to begin their mischief on
a certain date by morutoring the comput-
er's clock. They may also kick into effect
by an event of some sort, (for example,
when the C:8 cell of your spreadsheet
reads 38.40). You may go years and years
before that particular event occurs, but
once it does, the virus becomes active, and
there goes your hard disk files or what-
ever the virus was programmed to do.
Worms
The worm program, though is far more
insidious than it's virus counterpart. The
worm is to a virus as a secret agent is to
an army A worm prognmi, by definition,
is a pica; of software that is able to move
about the RAil of a computer This con-
cept was first outlined in John Brunner's
science fiction book Shockwave Rider pub-
lished in 1975. In this scenario, the hero
writes a program that stealthily enters
the government's supercomputer moves
about without detection, and subtly alters
his own records of existence.
Such a worm has not yet been written,
but even as you read this, strides are be-
ing made in that direction. Serious pro-
gramming efforts are being directed at a
worm that is undetectable and can be pro-
grammed to do a number of tasks. Be-
cause a worm has the ability to move it-
self, it can be designed to camouflage it-
self by staying constantly on the move
and avoiding areas of RAM in use. A de-
bugging program can only look at one
small area of RAM at a time. Looking
through megabytes takes time. It's some-
what akin to looking for a grasshopper on
a football field using a microscope that
can see orJy one square inch of grass at a
time. Every time you get close to the
grasshopper, it simply jumps to another
location. Once it scans a cei"tain area of
RAM, the worm simply isn't there — it has
moved somewhere else, lb develop a worm
with the abiUtj' to be undetected is not an
overly easy task, but to develop one that
C(mtiiuii:d on page 104
62 MARCH 1989
CREATIVE COURSEWARE"
Arithmetic and
Fractions
Educational software that
sustains a child's interest while
teaching fundamental building-
block concepts can Ik hard to
find. We'll look at programs that
do just that.
Not everyone in Detroit owns a Chevy,
likewise not everyone in Japan owns
a computer. According to a report released
by Japan's Computer Education Develop-
ment Council, about half of the surveyed
schools complained about a lack of com-
puters and a shortage of high-quali^ edu-
cational software.
Halfway around the globe, the U.S. Of-
fice of Tfechnology Assessment's report,
'Tower On!," reports similar shortages in
American schools. It's interesting to know
we share at least one common bond with
the Japanese educational system — inad-
equate funding.
Now on to this month's selections — for
these who have computers.
Piece of Cake Math
Computer Commodore 64
Ages: 7-13
Price: $34.95
Fraction Factory
Computer: Commodore 64
Ages: 8-14
Price: $29.95
Publisher: Springboard Software
7808 Creekridge Eload
Minneapolis, MN 55435
(612) 944-3912
Emphasis: Basic math skills employing
integers and fractions.
Both programs share similar qualities
including progressive difficulty ("branch-
ing"). Based on the student's accumulated
performance, the challenge increases pro-
portionally with the number of questions
answered correctly.
Just as the difficulty level is progres-
sive, so are the levels of help. When the
Piece of
Cake Math
by Howard Millman
Piece of Cake Math and
Fraction Factory
automatically a(djust the
difficulty level.
student chooses a wrong answer, the sys-
tem offers help in four stops — first oflbring
clues and eventually concluding with the
answer Since it doesn't concede an imme- ^
diate answer, students will find it less bur-
densome to probe for the correct solution
rather than entering a wrong number to
indulge the program. I
Both programs are slow loading, howev-
er, once loaded they reside completely in |
memory. Switching selections is fast and
seamless. Tapping any of the four fijnction ,
keys moves from one segment to another I
or exits the program. The initial main
menus are either pictu«;s or words, CON- |
TROLAV toggles between the two choices.
These manuals, like all of Springboard's
manuals are lucid and terse.
Piece of Cake Math
Springboard employs the concept of
bakery products to emphasize math con-
cepts. Each of the prognun's five segments
emphasizes either the addition, subtrac-
tion, multiplication or division of cakes.
Actually, they more closely resemble pies,
but that's only crucial to carbohydrate
connoisseurs like me. The latter t\vo seg-
ments, Flashcai-ds and Catchacake, em-
phasize drill and practice as problems se-
quentially flash onto the screen. All num-
bers are positive whole integers.
Catchacake offers the additional benefit
of being either a single or multi-player
game,
Flashcards offers practice in addition,
subtraction, multiplication or division
with five u-ser-selected difficulty levels in
each group ranging from Beginner to Su- I
permiui. W^ile the program automatical-
ly branches, the process can be acceler- I
ated by entering CONTROUJ.
Fraction Factory
Fivcdoii Factoiy uses a similar ap-
Fniction Factory
proach except, of course, it deals only with
fi'actions. And does it ever cover the topic.
Its five segments touch on all aspects of
dealing with fractionis. As with Piece of
Cake Math, the program automatically
adjusts the difficulty level. Fraction Fac-
tory omits a user-selected difficultj' level.
In Fractions and Sets, objects are
aligned on the screen, the number of ob-
jects varies from one problem to the next.
A box is drawTi around some quantity of
these objects. What part of the whole does
the box enclose? Answers are expressed as
firactions, the first number is automatical-
ly the numerator, the second entry is the
denominator.
This contrasts to Fractions of a Number
in which the student multiplies fractions
(% is what part of 6?). Answers are whole
numbers.
Equivalent Fractions converts fi'actions
from one denominator to another. Fre-
quently this is a two-step process using an
intermediate denominator (% equals /r).
Adding and subtracting fractions like-
wise requires converting to a common de-
nominator to solve the question. On-
screen displays graphically illustrate rela-
tionships iDetween dissimilar denomina-
tors %-'y,a).
As has happened occasionally in the
past, 1 really got myself snookered while
testing the advanced fraction subtraction.
And, as I rationalized then, so do 1 again:
I'm temporarily a tad rusty at this stuff.
Despite one of them somewhat con-
founding me, Springboard has two keep-
ers with these math programs.
On a scale of ten they rate;
Content: 8
Enae of use: 8
Error/Help feedback: 9
Graphics and Audio: 6
Manual's clarity and organization: 6
Cunliiiiml on !Jai;c 105
COMMODORE MAGAZINE 63
PUMPING GEOS
Importiiig
Bitmaps into
geoPublish
Berkeley Softworks' series of
GEOSK:ompatible products opens
up a world of opportunity to
Commodore users. Take some
tips from Mark Jordan and soon
you too will be Pumping GEOS.
"U ecently I received a letter finm a dis-
.M^^runtled user q{ gecPublish, a Mr. J.
Grove from Chicago, Illinois. His letter
stated that he is "forever tired of hearing
about the Svonderiiil' aspects of Berkeley's
GEOS series of programs. Disk-swapping,
waiting, keyboard crashes are among the
features nobody ever talks about," He also
stated, "geoPublish is an overly cumber-
some, time-consuming, less-than-friendly
program."
I did not escape Mr. Grove's wrath: "I
read his [my] article, hoping that I could
find morsels of information that would
make using geoPublish a less cumber-
some task, but tliat wasn't the case." And
"to print an article that suggests the user
is going to jump right into desktop pub-
lishing is misleading— if not downright
deceptive."
Mr. Grove's letter was valuable to me in
spite of the fact that he indicted me in it.
For one thing, it lets me know some of my
readers' frustrations and helps me plan
future columns. For another thing, this
gives me an opportunity to outline my
philosophy behind this column. Which,
starting now, 1 shall do.
My tiiesis: GEOS is a pnxluct that
opens doors for eight-bit computer users.
It is the best and only one of its kind, 'lb
downgrade Berkeley for some of the in-
herent weaknesjses of an eight-bit comput-
er is akin to criticizing a high schooler
who just set a state record in the mile be-
cause his time was slower than the world
record. GEOS is a good software value.
One mast see GEOS in perepective.
Anyone who has been involved in comput-
ing for several years knows that graphics-
oriented operating systems for all practi-
cal purposes began with the Ivlacintosh.
They also know that the Mac had a tough
row to hoe, that "power users" ftiom the
business fread "MS-DOS") crowd thought
pointing at cute little pictiires with a
mouse was absurd. And anyone who has
stuck with computing knows that even
that crowd is now trying to brag about its
ability to use mice, do desktop publishing,
work with windows and icoas.
I state this to underline the import;mce
of the graphic interface. Brian Doughterty
(Berkeley's founder) saw this and decided
to see if he could do it with an eight-bit
machine, the Commodore 64. Here was a
computer with a huge (the hugest) in-
stalled base— why not "go graphic" with
it? His task was not an easy one: he would
be working with an old engine, the 6502,
and with a notoriously slow disk operating
system. He also was strapped with mem-
ory constraints because, at the time, 64K
was max on the Commodore 64.
GEOS is the result and it absolutely
works. It isn't as good as its brethren on
the 16-bit machines, and it never will be.
But nobody complains that a four-cylinder
Tbyota tops out at 85 mph because nobody
buys a Tbyota for racing.
Not only does GEOS work, it continues
to evolve, as the Beatles said, 'It's getting
better all the time." Have you tried it with
two disk drives? A wonderful improve-
ment. Got an REU yet? Amazing results.
Upgraded to 2.0? You better because it's
worth every penny Recently I reported on
a new package called ^eoCftart, This is
just another sign that GEOS is growing
bigger. Furthermore, in a recent phone
conversation Mr, Dougherty hinted at
wonderful things to come (like entertain-
ment software, version 2.0 for the 128,
geoBASIC, and more.)
In toto, I defend GEOS not because it is
the be-all, end-ail of computing, hut be-
cause it stretches the creative usefulness
of my old friend, the (Commodore 64. As a
writer of a GEOS column, I feel my job is
not to concentrate on the weaknesses of
the product (though report them I must,
particularly destructive bugs). My job is to
increase understanding and usefulness of
the product. I also try to inspire, to give
by Mark Jordan
ideas to readers on how to use GEOS, I
even try to give suggestions to Berkeley
through my articles (are you listening,
guys?) And finally, I try to have fiin with
the product. I personally have read too
many computer columns (not in this mag-
azine, of course) that are just plain boring.
Alas, Mr. Grove's letter makes me think
that I didn't improve his understanding of
geoPublish, that he was less than in-
spired, and that he wasn't having much
fun with the product. I accept the blame. I
failed.
Sigh.
But wait, it's never too late to correct an
error (until you die). Maybe I did gloss
over a few of the finer points involved in
\3smgge(^ublish. One of Mr. Grave's big-
gest concerns was that he didn't know how
to import bitmap graphics. Therefore, I
shaU dedicate the rest of this month's col-
umn to explaining just that. And, if you
dear reader, have been scratching your
head over some aspect of GEOS, drop me
a line. Who knows, you might get your
name in this column as prominently as
Mr, Grove did.
Importing Bitmaps into
geoPublish
If you are really going to pump GEOS,
you better letUTi how to use the Photo
Manager. This is the half-way hoase be-
tween i,'eaPa;>if and the other GEOS ap-
plications. It isn't hard to use once you get
the hang of it; it's just slow (unless you
have an REU).
The Photo Manager is a desk accessory
that handles bitmap graphic images. An
accessory is a program, just like a word
processor, but instead of handling word
files, it handles photo files. It does so by
means of a collection of photos which
GEOS calls a photo album which you
must create, lb do that, you fii-st must be
sure the Photo Manager accessory is on
your disk. I think it's a good idea to put a
Photo Manager on all your application
disks.
Step two is to go into geoPaint and do
some drawing. Then use the Edit Box to
select a region to copy Instead of using the
"Copy" box in the bottom of the screen, go
to the Edit menu and choose either "Cut"
or "Copy." Obviously, if you don't wish to
remove the region outlined, then don't se-
lect "Cut." This invisibly creates a "photo
scr^," the first step m creating or adding
Con 1 1 lilted on page fifl
64 MARCH 1989
Pumping G EOS /Importing Bitmaps Into geoPutjIisIr
"Yy
VJ
Vy
zy.
\ Uol. \, Num. 7 \
'Zv;r.
A New Way to Program ^1^
Hece's something qou might neve*
h(n,'e thought about before: n
computer pioqnnm is nothing more thnn
ori^ big, long number. Any progrdm..
euerg progrflni, Vour disk drive feeds
this giqontic figure into uour computer's
memorij in o series of bgtes.
For instance, if the first bqte in
your program is a 65 iCeiQeeesi in
binary) end the second one is a 15
CaeeeilTD then stocked side by side
they become 0986111101606061 ujhich is
3905 in decimal. And so it qroujs until
you hfiMe one huge, ujhompin' number.
A i%K program would be a ItS^S-IO-
diqit number ujfitten in binary.
Mouu here's ujhat's interesting:
■juhat if (1 programmer, instead of
laboring ower computer code for
months, simply typed in great big
fandorvi numbers until he got one to
do something. Or better yet, he could
ijLirite a simple program that u.iould feed
these numbers in continously ujhile he
sat back and ujatched the screen until
a spreadsheet, uiordprocessor, or
arcade game appears. Think of the
development time and effort it utould
save. Great idea, eh?
Ves, it is, but alas, it ujill never
get tried, Why not? Because people
ni<& too resJstent to change. Do it the
hard way, the tried and true ujoy.
Nell, I'm not ■:ifraid of change.
Let's see, I think I'l try this one: 1 1
10116100100000011161
1 8 1 — No aiait, make that 6 1 1
11...
Take a look to the left and
right of this article, Vou
probably kneuj thot qeoPublish
ujos able to print headlines
vertically. But took closer. This
time the letters remain upright,
not sideujciys <m^ \x>\\\ happen
ujhen you use the UP or DOWN
orientations from the edit menu
(like the "Pumping GEOS" logo).
Here's hoLu do you do it:
Select text and place the
crosshair ijuhere you ujant
the upper-left corner to be
heading
Zy Type your heading, pick its
attributes, etc.
3> Exit edit and click on the
resize gadget — in the
loo-ier-right of the text box
A'y Pull it doujn and to the left
until your text box is a tall,
skinriu box
jj t,ioila! Text prints verticolly.
The only trick is to siz e the
bo.x correctly. If you make it
too ujide, you'll get more than
one letter on some lines. Too
narrotA.! ond nothing happens.
Fortunately, the solution is simple
— resize your text area and try
again.
There is another trick to it,
Vou'll probably need to go back
and edit the text because some
skinny letters -- usually I and L
— Luill stay on the same line as
another letter. The solution again
is sin'iple: just type a space
before and^^or after these letters.
/
Hrr,, it
/'on& way
ap fbere:
Printing wifin a bO dpi Printer
If you're stuck ujith a 60 or 71
dpi printer, you ntay feel you aren't
qetiin.5 the full glory of GEOS,
particularly using geoPublish. It isn't os
bad as it n'light seem.
For one thing, text printed ujith
these printers seems to be easier to
read. The letters are stretched out just
a little.
This leads to another subtle benefit
— you can use a smaller font size and
still keep uour text readable.
Plus, Berkeley is presently ujorkinq
on printer dri'-'ers that ujill be much
higher resolution for alt printers.
Berkeley founder Brion Dougherty told
n-te that he's seen printouts done in 60
dpi format that looked Iciser-shorp.
This page of "Pumping GEOS" ujas
done on my Star NX-10C, a 60-dpi
printer. Noimallu I use an 86- dp; printer.
So, if you ujant to see the difference,
grab last month's issue of this column
and corripare.
COMMODORE MAGAZINE 65
Pumping GEOS/ Importing Bitmaps Into geoPublish'
Continued from page 64
to a photo Eilbum.
Next step is to go to the GEOS menu
and select "Photo Manager." After some
huffing and puffing (boy, would an REU
be nice) youll be asked whether you want
to create a photo album or open an exist-
ing one. Click "create" and follow the
prompts to name it. This name will be-
come our reference for re-opening this al-
bum, so try to give it a meaningful name.
Onoi done you will find yourself staring
at the Photo Manager window. This win-
dow (X)vers approximately half the screen.
It has a page-flipper in the lower left just
like the Notepad. It has a strange gadget
beneath the page-flipper that looks like
the rectangle at the top o^ageoWrite
screen. It fimctions in the same way: if
you have a photo in your album that is
bigger than the window, you can use this
rectangle to move about and view the en-
tire thing.
The only other thing on the screen of
any consequence is the Command menu.
TWo options— File and Edit-^are up there
on the command line. Since we just cre-
ated a photo scrap moments ago, let's get
it and store it as our first photo in the al-
bum.
Go to the Edit menu and select "Paste."
More huffing and puffing. Behold, there's
our photo scrap. Now our photo album has
one picture in it.
Okay, there's nothing else to do here, so
go to the File menu and select quit. Huffl
Puffl We're back to geoPaint
Want to put another scrap into the al-
bum just to see how? Just repeat the pro-
cess of selecting and copying (or cutting)
something on the screen. Then Ixick to the
Photo Manager, select the album just cre-
ated (in version 2,0 of GEOS this step is
mmecessary), and you'll find yourself
staring at the former photo scrap. Go to
the Edit menu, select "Paste," and (huW
puff) you're staring at the new scrap. If
you glance up at the command line, you'll
notice that this new item is called Thoto
#1." Our previous photo is now "Photo
#2." Tb see it youll need to use that page-
flipper. Click it and there the old boy is.
A Scrap or a Photo?
The GEOS manual states emphatically
that one needs to understand the differ-
ence between a photo scrap and a photo al-
bum image. The scrap is temporary. It is
the result of either cutting or copying from
the Edit menu. Each time you cut or copy
a graphic region on your screen, you are
erasing the previous scrap and creating a
new one. In essence, you never directly
move photos between Photo Album and
applications— you deal with scraps.
You can often avoid using the Photo
Manager t« move graphics around, a tech-
nique that can save time. For instance, if
you need a chart for a geoPublish docu-
ment, you can enter geoPaint, draw the
chart, use the "Copy" command fiijm the
Edit menu, exit geoPaint, re-enter geo-
Publish, then import the bitmap directly
without using the Photo Manager at all
(More on how to import directly in a few
minutes.) Normally, however, you'll want
to go through the whole process of saving
the scrap to a photo aibum. That way, ifs
always there.
Once you've got a photo album together,
it's quite easy to incorporate the photos in
it into a geoPublish document. First, you
need to put the following on one disk: the
Photo Manager, the particular photo al-
bum that contains the bitmap images you
need and geoPublish.
Once you're mto geoPublish, you need
to activate the Photo Manager It's avail-
able fh)m the GEOS command line menu
(as long as you placed it on the disk).
From the Photo Manager, copy the photo
(bitmap image) you want via the Edit
menu (use "cut" or "copy"), and exit the
Photo Manager. You have just created a
photo scrap on your disk. GeoPublhh, as
you know, has three modas of operation;
Master Pages, Page Graphics and Page
Layout. You can import bitmaps in any of
the three modes, but the method is shght-
ly different for Page Layout than the oth-
ers. First, let's look at how to do it in the
Master Pages and Page Graphics modes.
From either Master Pages or Page
Graphics, first get your photo scrap in
place. This means going to the Photo
Manager and cutting or copying the photo
image you want.
Next click the bitmap tool (it looks Uke
a box within a box). The pointer becomes a
crosshair. Move your crosshair to the up-
per-left comer of the place you wjmt your
bitmap to go and click. The bitmap will
write to the screen.
All is fine at this point. But what if you
didn't place it quite right? Or what if you
would like to streteh it out a bit or change
some other attributes?
Tb change the bitmap's attributes, you
first must click the attribute tool in the
toolbox. It looks like a box divided in half
j diagonally. Clicking this will bring up an
I options window. You can elect to ceniser
your bitmap, scale it, or stretoh and scale
I it. You can also elect to iise a pattern other
than black for all the set bits in your bit-
map. And finally, you can elect to have
your bitmap that's either transparent or
opaque.
What will all these options do? Here's a
quick run-down;
• Centered: the bitmap will be centered
in the area you define.
• Scaled: the bitmap vnll be stretched
to fit the area defined but will not change
its proportions vertical to horizontal.
• Strtlched smd scaled: the bitmap will
be stretched to fill up the box however you
shape it.
• Transparent: the bitmap will allow
any text or graphics beneath it to show
through the unset bits.
• Opaque: graphics beneath the bitmap
will not show through.
After you select the options of choice
(default is centered and opaque), youll
need to select your bitmap. Use the pointr
er icon and click anywhere on your bit-
map. Then you'll see an outline box sur-
rounding it with the two familiar gadgets
in the opposite comers. Use the gadget in
the upper left to move the bitmap. Use the
lower-right gadget to re-size it. The bit-
map will be re-drawn to the specifications
you choose fiom the attributes window,
lb place a bitmap into your Publish dw-
ument from the Page Layout mode, you'll
follow a slightly different procedure. First,
use the Open Region tool (a dotted box).
Move your crosshair to the page area
where you want the upper left of your bit-
map, click, puil your region outfine down
and to the right and click when you have
defined a region of the appropriate size.
CUck the pointer tool. Select the region
you just defined. Cfick on the bitmap tool.
The options window will come up. Make
your selections. Then click "OK," and the
bitmap will be in place.
Once a bitmap has been imported, it be-
comes a part of the Publish file. You can
now get new photo scraps and import
more bitmaps. A lot of work? Confiising? I
don't think so, at least not after you've
done it once or twice. I will admit to being
a bit coniiised as to why the operation is
not similar in all modes, but it's not a big
problem for me. I am a programmer as
well as a writer, and I know that some-
times things just don't work out so neatly.
There are many considerations in design-
ing software.
It's been quite a workout this month.
Next month I want to take a serious look
at another branch of the GEOS family:
the numerical branch. It's time to delve
into geoCak.
Ciao. n
66 MARCH 1989
y I A COMMODORE OR
COMMOOORE-AMfOA
COMPUTER, AND
AUTOMATICALLY RECEIVE
OUR LATEST BUYERS GUIDE
Each issue the product
submissions continue to grow as
more and more peripherals and
software are becoming available.
The solid citizen 64 and 128D as
well as the innovative Amiga 500
and 2000 attract all the best
developers. You cannot afford to
miss out on using your
Commodore computer to its
fullest potential with all the tools
advertised in these guides.
The Commodore and Commodore Amiga Buyers' Guides
are published under the auspices of Commodore Magazine.
ADVENTURE ROflD"
by Shay Addams
New Windows
on Adventure:
Times of Lore and
Neuromancer
News and opinion from a leading
explorer of those fanUmy realms
called adventure games.
Action adventures are my least favor-
ite form of adventure game, which is
a civilized way of saying 1 don't like them
at all. These "shoot-'em-up-in-a-maze
games" are usually so shallow in tenns of
plot and character interaction, they often
give me the impression their fantasy
worlds were invented solely so the pro-
grammer would have a place to tiy out his
new combat system or animated effects.
That's not tiie case with Times ofLon\ a
Commodore 64 game that opens a new
window on the action adventure — lor the
first time, you get to interact significantly
with other character by talking with
them. There is no "type in the words"
parser, but this part of the interface re-
sults in a feel similaj- 1« conversing with
people in the last two Ultimas. Upon
meeting one of the 60 different characters,
you can click on the mouth icon to speak.
His initial response appears in an oblong
window at the bottom of the screen, then a
smaller one materializes beside it and dis-
plays your potential replies, such as "sUirt
chichcat" or "ask question,"
Depending on your selection, this menu
may contain different choices the ne.Kt
time. "Chitchat" with a bai'keep at the
FYothy Slosh Tavern will net you a rumor
about ores in the Dark Forest. Click on
"ask question," and "rumors" and "ores"
appear in the menu as your next choices.
Chixjsing a key word that shows up in the
menu ("ores" in this case) often starts or
continues a brief conversation, as is tlie
case in Ultima. It is this aspect that dis-
tinguishes Times of Lore from all preced-
ing action adventures, giving it as
much — ff not more*— depth as some dedi-
cated rele-playing games, such as Shard
of Spring and Questron I!.
Speaking o^Qucstrvn, you'll see a famil-
iar effect when you enter or leave one of
the 45 different buildings: the top pops off
as soon as you walk in, affording an aerial
view of the interior; it pops back on when
you leave. (Actually, this effect was intro-
duced in Legacy of tlie AncienLs, which
was creatfd by the authors of Questran 11.)
Also seen from overhead, the landscape
is finely detailed and colorful, with shad-
ows beneath the trees to provide a clever
3D effect. Rogues and ores, priests and
peasants— all the NPC's (non-player char-
acters) are represented with distinctively-
drawn and animated figures. Sound ef-
fects are also above average, with varying
tunes, birds chirping and so on.
All actions are- conducted with the joy-
stick, lb move, you just turn the stick;
holding down the button simultaneously
caused your ore-slayer to swing that sword
at the nearest monster Other tasks, such
as examining, grabbing, dropping or giv-
ing things to people, are handled by
punching icons at the bottom of the
screen. You can also check your score, load
a saved game or pause the action. The
only drawback I saw is that your charac-
ter has but one Iffe and no r&surrection
powers, so death means you've got to re-
store a saved game. At least you am do so
by merely leaning on a key, and won't
have to wait for the entire program to re-
load.
The plot is revealed in a series of intri-
cately-illustrated screens that tells the
tale of King Valwyn in the land of Albar-
eth, where he defeated an invasion of bar-
barians 20 years ago. The King then took
an extended vacation, promising to return
by now— but he's nowhere in sight, and as
you may have guessed, those barbarians
are back in tcwn. Only his Medallion of
Power can save the kingdom, and in order
to summon him hack to the land, you've
got to find the Foretelling Stones, Thblet
of TVuth and Ring of the ArehMage. In an
unusual move for such a game, it lets you
choose your character's class, one of which
is female.
Mapping is the least of your problems
on this quest, for an exterior map of
towns, paths and rivei-s is included. This
frees up your time for more intere'sting
and fun activities: fighting monsters, fig-
uring out the effect of the potions and
scrolls (yes, you can cast a few spells too),
chatting up people for clues, and fighting
more monsters. Written by British pro-
grammer Chris Roberts, Times of Lore is
naturally being marketed by Lord Bri-
tish's Origin (they recently shortened the
name from Origin Systems). No plans are
currently set for an Amiga version.
Neuromancer: Breaking the ICE
Even more drastically, Neuromancer
also opeas a new window on adventuring.
Like me, you may have expected Inter-
58 MARCH 1989
Adventure Road /New Windows on Adventure
play's role-playing game based on the Wil-
liam Gibson science fiction novel to use a
version of the Barci's Tale or Wasteland
game system. But Interplay introduced an
entirely new interface and presentation
scheme for what turns out to be one of the
year's most original designs. It's a one-
character game set in the year 2058. In-
stead of e:qDloring dungeons, you'll break
into databases of various mainframe com-
puters to find passwords and useful gear.
The immediate goal is to find out what's
been happening to your "cyberspace cow-
boy" pals who've b^n disappearing lately
while they were doing exactly that. As you
proceed, two interesting plot twists give
the stoiy even more depth. A catchy musi-
cal score by Devo (digitized, with vocals in
the title screen) plays intermittently
throughout.
You begin by guiding your character
(with keyboard or stick) through the
streets of Japan's Chiba City, portrayed
with a refi:«shing stj'le of 3D graphics in a
window that spans the width of the screen
and about two-thirds the height. {This re-
minded me of Lucasfilm's Maniac Man-
shnJ Usually before you go "north" to the
next location in the game, you only see
the door through which you will move.
When on the streets of Chiba City, you'll
see buildings in the distance; walk north,
toward the "back" of the picture, and
you'll enter that distant part of town. Be-
low the picture window, eight icons control
actions such as inventory (which brings
up a menu for using, dropping and mani-
pulating things in other ways), talking to
people, and six others.
Dialogue fills cartoon-like balloons over
characters' heads. You talk by cycling
through a series of potential statements
and questions, then choosing one. Some
balloons will say, "TfeU me about ,"
so you can fill in the blank by typing in a
name or word. Other text is presented as
messages on bulletin boards of various da-
tabases on Comlink, which is something
like Q-Link or CompuServe. Afler finding
a cyberdeck and some communications
software, you can access these databases
for clues; you can also send messages to
people in hopes of getting some feedback.
As you learn more linkcodes and pass-
words, you'll be able to download better
software from the boards; by saving the
money you make (or steal by transferring
fluids from someone else's bank account
into your owti!), you can afford superior
hardware, perhaps a Ninja 5000 deck.
But accessing databases and interact-
ing with Chiba City's inhabitants is only
the surface of the game, for the real action
li^ in cyberspace, a grid that "represents
information in its pure form," When you
manage this feat, you'll enter a world that
looks like a matrix filled with big jewel-
like objects that house the actual data-
bases. Defeat the ICE (bitrusion Counter-
measure Electronics) that defends one of
them, and you'll get inside it and be able
to access higher security' levels, where
more powerful software and important
cluK lie hidden.
Battling ICE is like no other combat
you've ever faced. Instead of swinging
swords or firing lasers, you attack these
computer programs with your owti soft-
ware: Decoder 1.0, Drill 2.0, Thunderhead
1.0, Blowtorch 4.0. Meanwhile the ICE is
firing back at the same time, and its at-
tacks can "crash" your software and make
it inoperable. Some dataijases are guanl-
ed by even more powerful foes called AI's
(Artificial Intelligence), also known as
Black Ice because they can kill you.
(Youll be resurrected in the Body Shop
right away, although it will cost every
credit you didn't have the brains to upload
to your bank account.) Not all software is
used for "brealdng the ICE," for some
serves more sophisticated purposes: Se-
quencer will figure out passwords, while
Scout lays bare the number of levels in a
base.
As in typical RPG's, skills play a role.
But here you get them by purchasing skill
chips that arc surgically implanted in
your brain! With the Cryptology chip, you
can decode words, and others cover things
such as Logic, Coptalk, Debug and Soft-
ware Analysis. Determining when and
how to use them presents yet another
kind of puzzle.
Besides introducing a unique game sys-
tem in a scenario filled with inventive
puzzles, A^euromancer is also one of the
fiinniest role-playing games ever, for the
authors didn't miss a chance to show off
their twisted brand of computer satire.
Read the Consumer Review database's re-
views of new hardware, for instance, and
you'll learn that one model, the UXB, "ex-
ploded and put our reviewer in the hospi-
tal for two weeks." And the program takes
a shot at a monk named Nolan (though it
does not say his last name is Bushnell) in
the House of Pong, a temple devoted to
the "One True Computer Game." Cover-
ing both sides of two disks, Neummancet^a
available for the Commodore 64 now, with
an Amiga version planned. (And it's com-
pletely unprotected, though you need a
code wheel to access certain on-line sys-
tems.) m
AD\'ERTtSEMEm"
notes
#5A
-^ Exploring Japan with Jet (Part 2)-
SubLOQIC's Jet program now includes a free
Jopon Scenery Disk. Lost monOi we took you on a
guided F-16 tour o( Tokyo.
Thia month well follow the Japanese coastline on a
cross-country flight from Tokyo to Osaka. Starting
from Tokyo international Airport (coordinates
Morth 18201. East 32787), take off and turn to a
heading of 220 degrees until you reach the coast
Turn to a heading of 235 degrees and fly for about
tvuelvc minutes at Tve thousand feet altitude until
you can see Hamamatsu Airport below you (see
Tokyo area chart). Turn right again to a heading of
305 degrees and fly to Nagoya, another highly
detailed city. At fSatjoya, turn left to a 240-degree
heading that will take you straight to Osaka, When
you find j-ourself flying over Osakajo Castle, begin
your descent for a landing at Osaka International.
This entire flight takes only twenty five minutes at
Mach 1.4.
-4* Thu tide rC hopper Missions - While
ThunderChopper puts you at the controls of a
heavily armed attack helicopter, you'll have to
complete a set of Introductory flight/' rescue/
combat training missions before you can fly into
battle.
In the first combat mission. Armed Escort, you
must guide your battle -weary ground troops to
safety through enemy territory. Their only way out is
through a valley guarded by heavily -armed guerilla
fighters. Its up to you to locate and destroy any
enemy units that attack your men along the way.
Deadly accurate aim is essential; there's no way to
rearm in combat. Get yourself and your troops
back safely to receive a mission evaluation and
performance rating. (Coming next month - Rescue
ai Sea)
Top Selling Scenery Disks This Month:
( 524,95 each, for us* wiih Flight Simulator i:, Sttahh Mission
aivd Jn)
l."Westem European Tour" Scenery Disk
2. Scent ly Disk jf 7 (U.S. Eastern Seaboard)
3. Scenery Dlak # It (U.S. North Eastern
Border)
4. Scenery Disk # 3 (U.S. Southwest pBcl Re)
5. San Francisco Scenery Disk
See your dealer to purchase SubLOGIC products,
or call us direct to order by charge card at (800)
637-4983. Illinois icsldenls call (217) 359.8482,
SubLOGIC Corporation
501 Henyon Road
Champaign, IL 5! 820
Ftcflie address any fecdbflclfcortespondcncp regarding
SubLtXfiC products. 0;>rrfllk]n3, or [hia 'Flkght ^fote5-
eofumn lo ATTM: Chaitmon'i Otficc,
COMMODORE MAGWINE 69
Tips & Tricks/64 and 128'
Continued from page 13
Look at the odds on the screen, then place your bet by enter-
ing the amount, a comma and the number of the horse you are
betting on. When your bet has been plared, sit baclt and watch
the action.
Ghislain deBlois
Timmins, Ontario
Canada
100 REM 64 HORSE RACE - G. DE BLOIS
110 N=RND{-TI)
115 M=500:DATA KELLSO , 5 , FORENO , 9 ,
TESSAN,7,DEHLIA,6,KELLEN,4,FIELLO,
8
120 FOR X=l TO 6:READ H${X):READ OD(X)
:P(X)=3:NEXT
130 POKE 53281, 13:P0KE 53280,6
: PRINT" [BLACK] "
140 PRINT" [CLEAR, DOWN, SPACE4,RVS]
64 HORSE RACE - G . DE BLOIS
[RVOFF] "
150 PRINT TAB (14) ; "[DOWN] CASH $"M"
[DOWN] "
160 FOR X=l TO e:PRINT" [D0WN,SPACE5]
"X; " [RVS] ";H$ (X) ; TAB (20) ;" [RVOFF]
f
170 PRINT"ODDS";OD (X) ; "TO 1":NEXT
: INPUT" [DOWN2,WHITE,SPACE3]
ENTER BET, HORSE [BLACK] "; B, H
180 B$-STR$ (B) :IF B<1 OR B>M THEN 140
190 PRINT" [CLEAR] THEY'RE 0FF![SPACE2]
YOU BET $";MID$ (B$,2) ;" ON HORSE";
H; " [LEFT] . [DOWN] "
200 FOR X=l TO 6:PRINT X; TAB (P (X) ) ; "
[SHFT "] /[DOWN] " :NEXT
210 FOR T=l TO 6:P0KE 646,13+T
;X=INT(RND(l)*aD(T)+l)
:IF X=l THEN P(T)=P(T)+1
220 PRINT" [HOME] "; :FOR X=l TO T
: PRINT" [D0WN2] " ; :NEXT
230 PRINT TAB (P (T)-l) ; " [LEFT]";
TAB(P(T) ) ;" [SHFT "] "
240 IF P(T)>37 THEN W=T:POKE 646,0
:GOTO 260
250 NEXTiGOTO 210
260 IF HOW THEN B=-B:M=M+B
:M$="YOU LOST":IF M<1 THEN 290
270 IF H=W THEN M$="YOU WON!"
:M=M+B*OD (T)
28 PRINT TAB(15) ;" ID0WN7] ";M$
:FOR X=l TO 2000 : NEXT : RESTORE
:GOTO 120
290 PRINT" [DOWN] YOU 'RE BROKE!": END
64 Valley of Death: Use a joysticlt in port 2, Your goal is to get
through the reallBtic Valley of Death without hitting the side
walls, T^in't ea-sy, what with all them humim bones about!
Marc-Andrv Dclalay
St-Eu,Htiiche, Quebec
Canada
10 PRINT" [CLEAR, WHITE164 VALLEY OF
DEATH [DOWN] BY MARC-ANDRE DELALAY"
15 POKE 53230, 6:P0KE 53281,0
20 DATA 000,195,000,003,255,192,015,
255
30 DATA 240,063,255,252,063,255,252,
063
40 DATA 255,252,063,255,252,015,255,
240
50 DATA 015,195,240,015,195,240,003,
000
60 DATA 192,003,000,192,000,195,000,
000
70 DATA 195,000,000,255,000,000,255,
000
80 DATA 000,060,000,000,060,000
90 FOR J=896 TO 948: READ K : POKE J,K
:NEXT
100 FOR J=l TO 800 ;NEXT:V=53248 :D=10
:G$ = "I [SPACE9] I " : TI$ = "0OOO00 "
110 POKE 2040,14:POKE V,140
:POKE V+l,75;POKE V+39,7
:POKE V+21,1
120 IF PEEK(V+31)=1 THEN 120
130 LET A=INT (RND (1) *3-l) :D=D+A
140 IF D<5 THEN D=D+1
150 IF D>15 THEN D=D-1
160 PRINT TAB(D);G$:IF
TI$="000040"THEN 220
170 R=PEEK (56320)
180 H=SGN(R AND 4)-SGN(R AND 8)
190 POKE V,PEEK(V)+H
200 IF PEEK(V+31)=0 THEN 130
210 PRINT" [CLEARlYOU HAVE CRASHED!!"
:END
220 PRINT" [CLEARlYOU HAVE SUCCEEDEDl"
128 Skt'tcher: This works like an Etch-A-Sketch''-, Plug a joy-
stick into port 2 and start drawing. The HOME key will clear
the .screen, while the "C" key will change the color of your pen,
Richard Bowser, Jr.
Saxonburg, PA
10 REM 128 SKETCHER BY RICHARD BOWSER
20 COLOR 0,1:COLOR 4,1:GRAPHIC 1,1
:X=20:Y=20:C=2:WIDTH 2
:REM SET POINTERS
30 DRAW 1,X,Y:C0L0R 1,C:GET A$
40 IF A$=" [HOME] " THEN 20
:ELSE IF A$="C" THEN C=C+1
:IF 016 THEN C=2
50 REM MOVE TO NEXT POSITION AND DRAW,
CHECK FOR A SCNCLR OR COLOR CHANGE
60 IF J0Y(2)=1 THEN Y=Y-1
70 IF JOY(2)=2 THEN X=X-I-1 : Y=Y-1
80 IF JOY (2) =3 THEN X=X-H
90 IF J0Y(2)=4 THEN X=X+1:Y=Y+1
100 IF JOY (2) =5 THEN Y=Y+1
110 IF J0Y(2)=5 THEN X=X-1 : Y=Y-»-l
120 IF JOY (2) =7 THEN X=X-1
130 IF J0Y(2)=3 THEN X=X-1:Y=Y-1
140 IF X<1 THEN X=1:ELSE IF X>319
THEN X=319
150 IF Y<1 THEN Y=1:ELSE IF Y>199
THEN Y=199:REM CHECK IF AT EDGES
OF SCREEN
160 GOTO 30
70 MARCH 1989
Tips & Tricks/64 and 128
IconTroller Mounting Tip: The Suncom IconTroller is a tiny joy-
stick that mounts directly onto the keyboard; it's particularly
usefijl whenever you're working with GEOS, With my computer,
however, the IconTVoller kept getting in my way when I used
BASIC and other programs.
My solution was to remove the IconTkiller and cut off the
"wing" that mounts it to the keyboard. Then I peeled off one of
the wing's strips of double-sided tape and applied it to the bot-
tom of the IconTroller, which I then mounted on a 2 y-i' x 4"
piece of 3/4" thick marble (used for papenveights, nameplates,
etc.) This lets me use it almost like a mouse, keeping one hand
on the IconTroller and one hand free. I can also move it com-
pletely out of the way whenever I'm not using it
Gary Noakes
Landouer, MD
geoPubliah: One problem I encountered with this useful pro-
gram was the carryover of graphics and text from previous
pages. It took me a while to figure out how to correct it, but here
it is;
When creating a Master Page, you must remember that
whatever is on the first Master Page will be earned over to all
the subsequent pag&s. This is great for headers, footers and page
numbers, but if you drop a graphic onto the first Master Page, or
put a border around it, it will be carried over to the rest of the
pages in the document.
Now I put headers, footers and page numbers on the Master
Page, lay out my text boxes on the liyout Page, and drop all
graphics objects on the Graphics Page.
Gary Cook
Prince George, B.C.
Canada
Help for Poor Spellen;: The spell checker is a useful accessory
found in most modem word processors. It checks the spelling of
words you've inadvertently misspelled In your document.
But if you know you can't spell a certain word, the spell check-
er isn't so valuable. And if you encounter the word when you're
in the midst of inspiration, you probably don't want to stop and
check the dictionarj' right then.
If your word processor has a search and replace function,
there's an easy way to solve the problem. Instead of using your
best guess at the spelling, use the first two or three lettere of the
word, followed by a distinctive sj-mbol such as an asterisk.
For example, if you aren't sure how to speU "exhilarated," use
"ex*" instead. At the end of your work session, take a break and
check your dictionaty for the proper spelling of "exhilarated."
Now invoke the search and replace function to replace all oc-
currences of "ex*" with "exliilaratt'd." Tlie computer will zip
happily tlmjugh your text and make all the replacements. You
can do the same for any number of words, and some word proces-
sors \w\\\ let you make multiple corrections on one pass.
If you have more than one word with the same hvo-initial let-
ters, either use the first three lettere of the second word, or dif-
ferent symbols at the end of the search string. Note that with
some word processors, you must use a space at the end of the re-
placement string, otherwise it will be merged with the following
word.
Paul Follini
Amiierst, Nova Scotia
Canada
' HiKh-tech Bookmsirks: If you have a printer, you have no doubt
torn off hundreds of 11-inch long perforated edge strips from the
! paper that you've run through it. Save some of those strips to
use for bookmarks in magazines and other computer literature.
They don't cost anything, you can put many in one magazine,
and you have a virtually endless supply
Another miracle of modem computer technology!
Garret D. Wilson
Chelsea, OK
Use Tabs in Your Mtmuals: All of us have books on computers,
be they hardware manuals, BASIC manuals, program manuals
or whatever. Using the little colored tabs available for note-
books, I have gone through eveiy manual I own and marked all
chapters, indexes and important tables and appendixes. This
greatly simplifies my finding what I'm looking for in the books.
Although it took some time to catch up with all my older
books, each new manual is now tabbed before it hits the sheff.
The time spent doing this has been returned many fold.
Gary Noakes
Landover, MD
Sliding Write-Protect Tab: I saw this one at the Chicagoland
Commodore Computerfest. It's a little plastic tab that slides
down the inside edge of your disk seam, where it can be moved
back and forth to cover or uncover the write protect slot.
It's easy enough to make your own tabs out of semi-sUff plas-
tic sign material like the "For Sale" signs sold in hardware
stores and bookstores. The type to get is flexible and about as
thick as four or five sheets of paper. Make a pattern as described
below, then use an X-Acto'* knife to score the plastic. Snap it on
the scores to produce the tab. Trim the tab until you can easily
fit it into the side seam on the back of your disk; it works with
most of the disk brands on the market.
Pull the tab back and you can write to the disk. The tab even
sticks out of the drive to warn you! Slide it in and the disk is pro-
tected.
Make the pattern by putting your pencil to a sheet of paper
and following this path: Right 1'//, down %", left%". Up Vi", left
1 Vh, up '/a" to the starting point.
You can get a pack often of these tabs, already made up, if
: you send S2.00 and a seff-addressed stamped envelope to the
I user group that made mine: Milwaukee Area Commodore En-
• thusiasts, RO. Box 26216, Milwaukee, WI 53226.
I LoiiLs F. Sander
Pittsburgh, PA
Sound Processing; In addition to making sound on its own, your
computer can process and control external sound, replaying it
through a speaker connected to the SID chip. The ex-temal audio
signal should be connected to pin 5 of the audio'video DIN plug.
Its playback volume will be controlled by the SID chip volume
control in memory loaition 54296, and it can be filtered by the
SID's built-in filters.
We've had reports of people playing their radias through their
computers, controlling the volume by the SID volume control.
The extemal signal should not exceed 3 volts peak-to-peak.
Lucy S. Terrier
Alton, IL m
COMMODORE MAGAZINE 71
IHSIDE a-LINK-
by Robert W. Baker
Adventure-
link Debut
Explore the inner workings of the
Q-Link telecommunications
service with network pro Bob
Baker.
Well, in case you missed it, there's a
new semce available on Q-Link.
AdventureLink is where you can not only
participate in the universe, but you can
also help create it as well. The new area
provides an opportunity for everyone to
get involved in on-line adventure-style
games, with levels for the beginner to the
advanced adventurer or DungeonMaster.
Those who are just getting started in
adventure games will find simple and in-
termediate level adventui-e games de-
signed to provide thought-provoking ex-
citement from sUirt to finish. Various text
files in the AdventureLink area will intro-
duce you to the basic game play: how to
make selections, map your progress and
check your current health or score. There's
even information on how an adventure i
can be linked together with one or more '
cither adventures. !
For the more advanced players, here's
your opportunity to design your owti dun-
geon or universe for everj'one to try.
There's complete information on how to
design, create and submit a game of your
own. In the near future, prizes will be of-
fered for the best game designs and those
submissions mil be available for other
subscribers to attempt to master. There's
also a special message board where you
can post questions or hints about any of
the online games.
The adventure games found online are
designed like a tree. You start at a given
room or location, and your choice of action
cause you to "branch" out into a series of
different possibilities. If you take the right
branch you may achieve fame and glory,
while taking the wrong branch may bring
you face to face with death or even worse.
Each room or area can offer up to nine
choices for pcssible actions to be selected
by number or English command depend-
ing on the game. Watch out for dead ends,
alternate paths and other less obvious at-
tempts to get you lost or off the track.
Read the room descriptions carefully,
since they may contain useftil clues that
could influence your selection. The last
text line of each room will list the passible
selections for moving to the next area or
room. Also be sure to check the introduc-
tory file associated with each on-line
game. The Briefings vnW provide the plot
and objectives of the game, and may e\'en
provide attribute bonus points or special
weapons and objects when you read them.
You can save or quit a game at any
point during play, lb save the current
game, you simply enter SAVE as your
command. You don't have to enter a file-
name to save the game, since you can only
have one saved copy of each on-line game.
That means that if there are ten games
currently available, the maximum num-
ber of saved games is ten, one per game,
lb load a previoasly-saved game, enter
the game as usual and then enter LOAD
as yoiu- first command. You'll be traas-
ported back to the area you were in when
you last saved the game. \Vhen you want
to quit a game, simply press F5 and follow
the directions. Just remember to save
your game first if you think you'll want to
continue playing it later.
As you journey through a game, you
can always check your health and score at
any time by typing STATUS or SCORE
and pressing RETURN. This will give you
an idea of how you're doing. Be sure to
keep an eye on your health; if it reaches
zero you'll be dead and the game will be
over. Certain actions within each game
can restore your health and give you a
higher score, so be on the lookout for spe-
cial potions!
If you'd rather design games for others
to play, then check out the helpful text
files provided in the AdventureLink area.
You'll find complete information on how to
design and map your game and how to
provide the system with the required in-
formation to control your game. This
unique aspect of AdventureLink allows
you and other players to design any type
of game you wish,
AdventureLink games are wiitten as
standard ASCn text files and uploaded to
Tlie Chart Room software library. From
there, the people at Q-Link will reformat
the file and test it out to make sure it
plays right. Then, if it's one of the Tbp Tbn
picks for the month they'll put it live in
the Gloiy Road where other subscribers
can play it. The most important thing to
remember is that anything is possible
with AdventureLink, Let your imagina-
tion run wild, 'ITie more untraditional, the
better. Your game can be long or short,
complex or simple, The guidelines for
choosing which games will go live on the
system will be how interesting, wild and
exciting the stories are.
Before you sit down to write your first
game, be sure to check the information
provided on how to create a game. Design-
ing a game is not a simple matter, the en-
tire game has to be charted or mapped be-
fore any of the text adventure can be writ-
ten. The map should show each ai-ea or
room that a player can enter, where the
exits are, and what objects or other char-
acters are in each area, Ona' this map is
finished, you can start working on the text
that ties it all together,
Tb map yoiu: game, the folks at Q-Link
suggest one of two methods: flow-charting
or form-charting. Most programmers are
72 MARCH 1989
nside Q-Unk/AdventureLink Debut ^
already familiar with flow-charting, where
a series of boxes are joined by lines that
show where boxes connect with other
boxes. Flowcharts are handy, since they
let you view a wide section of the game at
any one time, with all the various paths
and side- trails easily and clearly visible.
Unfortunately, a flowchart for a long
game can be extremely big and may actu-
ally become unmanageable. You can
make it a little easier on youraelf by
breaking the game into a series of small
flowcharts that can be laid out to form one
big chart.
The other mapping alternative dis-
cussed in the hints on designing games is
the use of Form-charting. This mapping
technique is somewhat easier, but you'll
wind up using tons of paper for larger
games. Form-charting involves using a
separate sheet of paper for every room or
area that a player can enter Each page in-
cludes details on the room or area, includ-
ing all the possible exits, objects and char-
acters in that room. Each exit is labeled
with the name or number of the area or
room it leads to. You then stack the pages
in order, and you can easily enter each
separate page into your text file, one page
at a time.
Using form-charting actually makes it
a little easier to enter your game for Q-
Link when it's done, but it may be a little
harder to visualize the overall game de-
sign. Examples of both methods are in-
cluded in the informational areas of Ad-
ventureLink. Either technique can be
used, and you might even have another
technique of your own. In any event, just
be sure to think through your entire game
before you start to create the file for
Q-Link.
The actual file you create for Q-Link to
define your game requires a format that
must be strictly followed. This format
makes it easier for the folks at Q-Link to
make it ready to go live on the system for
others to play. If you do not follow the
rules, your game will probably ju.st be dis-
carded. So if you're going to spend the
time to design a game for the system, be
sure to follow the rules and do it right. If
all is correct, you should get some sort of
response from the people at Q-Link in a
few days to let you know that they re-
ceived the file and they're working on it.
One last thing alDOUt the online adven-
ture games. Besides the game flow, game
designers can also control the attributes of
the characters in their ^me. The purpose
of attributes is to let the player more
closely affect the outcome of the game by
having his attributes result bvm his ac-
tions, A player with high strength might
more easily win a fight with a monster
than a player with lower strength. In most
role-playing and adventure games, attri-
butes are expre.ssed in terms like
strength, wisdom, dexterity and agility.
In AdventureLink you can create your
own set of attributes for your game. You're
currently limited to a total of 16 attributes
that can range in value ftt)m + /- 30,000,
and they can increase or decrease during
the game. As part of your game design,
you'll have to consider what attributes to
use and how they're initialized and used
during the game. Also think about how
and when or where the attributes should
be changed during the game. Some attii-
butes can even be set as permanent if so
desired.
That covers most of the early informa-
tion available on AdventureLink. I'm sure
more will be coming in fiiture months as
we aU try it out. While playing the online
games, always remember to have fim!
Each story is difierent, and in fact even
the same game will not produce the same
results when you take different courses of
action in a story. Don't be afi^d to make
wild or even bizarre choices, the results
may be hilarious and you can always start
over.
Several month.^ back I gave some de-
tails on helpful information from 'lymnet
and Tfelenet. Well, Bb Stacker mentioned
how to get even more information from
your local Tymnet node. Using any stan-
dard telecommunications package, con-
tact your local lymnet node and establish
connection. The first prompt is for a tenni-
nal identifier, which is generally the letter
"A," Then, if you respond with "INFOR-
MATION" to the next Log-On input
prompt you'll receive a wealtli of informa-
tion about Tymnet at no cost.
TinyC28 also points out that you
should never use GEOS-formatted disks
for downloading files from Q-Link. All
you'll get is garbage if you try to use the
program or text files. Always be sure to
use a standard, norma Wy-formatted dis-
kette for your downloads finm the system.
ff you have any helpfiil hints or sugges-
tions about Q-Link or ideas or suggestions
for fiiture columns, be sure to let me know.
Your input and comments are always ap-
preciated. You can reach me via E-mail to
RBAKER almost daily Tb those still at-
tempting to send online messages while
Fm online, I'm generally pretty busy
while online and may not be able to re-
spond right away. E-mail is always pre-
ferred, o
Software Reviews/Red Storm Rising
Continual [mm page 18
of torpedoes and missiles. "Evasion and
Escape" is a complete guide to dodging
torpedoes.
Part Three is a reference manual con-
taining illustrations and descriptions of
all ships and weapons encountered in the
game.
Use of sonar is perhaps the most impor-
tant feature of the game. You can check
the depth of the sea's surface duct and
thermal layer, and then position your
towed array accordingly to make it more
difficult for enemy subs to detect you
while making it easier for you to detect
them. Once a sonar contact is made, the
enemy ships' acoustic signature can be
checked against a list of signatures to in-
crease the accuracy of your sonar reading.
There is also a screen that will allow you
to compare the relative efiiciency of your
sonar versus the enemy
The depth of detail (no pun intended)
incorporated in the design of Red Storm
Rising gives this MicroProse sub warfare
action ^m Tbm Clancys novel a broad
range of real-time game environments
that will intrigue the beginner and satisfy
the most demanding war gamer g
Tb help you get started here are some tips
&x)m our in-house Red Storm Rising ex-
pert, Greg Givlen
• Scenarios during the war are basically
the same as the scenarios that you can
choose to play. If when playing the war
you have difficulty with one of the mis-
sions (mine is the woUpack scenario), take
some time to practice the scenario in a
non-wartime setting.
• Save the game between each successful
mission.
• It is best to reducB speed as soon as you
enter a scenario; this gives you the best
chance of hearing the enemy without be-
ing heard.
• When in the campaign map mode, you
should try, whenever possible, to get in
fiiont of the target task force. This puts
you in the best position for attack.
• Be patient— you are better at stealth
than the enemy use this advantage; it is a
big one. When you know where they are
and they don't know where you are, you
can't get hurt.
• Last of all (and most importantly), read
the manual. It is one of the best manuals
that I have read for a war game. It has
helpol me numerous times to figure ex-
actly what the computer is doing. It wiU
also give you an idea as to how the enemy
may react in a given situation.
COMMODORE MAGAZINE 73
Protecto's
Since 1979
COMPUTER DIRECT
WE WON'T BE UNDERSOLOr
THE ERGOSTICK
and
JORDAN VS BIRD
hy Ekctronk Aru
The Ergostick is ths only Irue
orgonomically designed [oystick! Soft
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actually shortens the gop between reoc-
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CIlSDCMiipvter
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y Uses RS-232C Interface (Cable Required)
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price on the exact same product Sc paymr'nt method (excluding sales taxes)
PROGRAMMING'
BAM
Organizer
for the Commodore 64
BAM Organizer is a utility program
that will take care of all your directo-
ly maintiiiiance chores. It will allow you to
Delete, Rename, Lock and Unlock any file
or combination of files.
This program will even customize your
directories by allow'ing you to change the
order in which the filenames appear in
your directory listings. You may alphabet-
ize it or simply move a few around to suit
your needs.
Have you ever seen those horizontal
lines within some dii"ectory listings that
seem to group the listing into different
sections? With BAM Organizer you have
the option of inserting your own lines
(Bars) wherever you please.
One useful feature of this program is its
ability to Un-delete (or recover) a
NOTE: Only a 1541 disk drive (or
equivalent) can be used. A 1571 can be
used if it is in the 1541 mode of operation.
Also, BAM Organizer should not be used '
on any diskettes containing Random Ac-
cess files, since all the fde data will be lost .
during the validation process. [
When you run the program, you will be
prompted to insert the diskette that you
wish to work on in drive number 8. The ,
program will then read the entire directo- ,
ry into memor>' for you to manipulate. ,
Since the 1541 disk drive is capable of
storing as many as 144 files on a single
side of a diskette, the program divides the
directory into four pages of 36 files each,
lb view a certain page simply press one of ;
the function keys. Each Rmction key rep-
resents a different page, ff the page select-
ed is empty of any entries, the page will
not be shown.
After the directory has been loaded, you
will notice that the menu does not show
all of the commands. lb view the rest of
the commands just press the left arrow
(*~) key It is not necessary to be able to
see a command to use it. You just need to
know which keys to press.
It is possible that a "D" or an "L" may
precede a filename when displayed by
BAM Organizer, The 'T)" means that this
file has been deleted and will not be
shown on a normal directorj' listing. The
"L" means that this particular file is
locked. A locked file cannot be deleted by
the use of the OPEN15,8,15,"S0:FILE-
NAME" command, lb be able to delete it
you must first unlock it. Once you choose
a command, such as Lock, a selector bar
will appear on the screen and a different
menu will appear. Whichever filename is
covered by the selector bar is the file that
you are presently working with. Use the
cursor keys to move the bai- up, down, left
or right.
lb lock some files, select the Lock com-
mand. Move the selector bar over the files
you wish to lock, one at time, and press
'T' to toggle the greater than (>) sjmbol
on or off. If it is on, you have chosen that
file to be locked. Once you have marked
all the files you wish to lock, simply press
"D" which means Do it! All the filra you
have selected will then be locked. If you
decide after toggling many files that you
really didn't want to lock any at all then
just press the left arrow key That will
take you back to the main menu and un-
select all of the fdes you selected. The left
arrow key will let you escape any mode
except the Alphabetize mode.
DELETE: This mode vrill allow you to
delete one or more files. If a file that is
chosen to be Deleted is Locked, the pro-
gram will not Delete it.
UNDELETE: This mode will allow you
to recover a Deleted file. There are a few
problems to watch for when using this
command. When you delete a file fi^om a
disk the file is not actually removed. The
directory is told to free all of the space that
was used by that program. So the next
program saved will probably be saved
right on top of the one deleted. That will,
of course, cause problems if you wish to re-
cover the old program. You should Unde-
lete the file as soon as you made the mis-
take of deleting it. Then you will be able
to recover the whole file, lb Undelete a file
do the following:
1. Use BAM Organizer to Undelete it.
2. Make sure that the file is still in its
original state. If it is, then everything is
okay (Go to step 5.) If it isn't then proceed
to step 3. If you don't want to keep it then
go to step 4,
3. Use a file copier to transfer the file to
a different disk.
4. Run BAM Orgtmizer again and de-
lete that file again. That coirupt file must
remain deleted on the first diskette. Do
not use the regular Scratch command to
re-delete that file. It will iwt work correct-
ly Only BAM Organizer will be able to do
it correctly.
5. Stop."
UNL0CK/L(X:K: These will allow you
to lock and unlock files.
MOVE: Once you select this mode all
you need to do is toggle the file that you
wish to move and then move the selector
bar to the position you want to place it and
press 'T' again. The file will be inserted
into that new position, and all of the other
files will re-acyust to make room.
ALPHABETIZE: Once selected, this
option will immediately alphabetize the
entire director^'.
RENAME: When you toggle a filename
76 MARCH 1989
Pragramming/8AM Organizer
in this option, you will be prompted to en-
ter the new filename.
HAR: lb insert a Bar in your directory
just select Bar in the first menu and move
the selector bar to the position that you
want the Bar placed and press "B." You
may insert as many Bars as you want.
DONE: Once you have made all of the
changes that you want made, you will
need to write this new Directon' back onto
the diskette. It is mandatory that the i;ame
disk that ivas in the drive when the directo-
ry was read is still in the drive when you
select this option. Once the directory is
rewTitten, the disk will go through the
Validation process to ensure that the disk
is in order
EXIT: Selecting this option will end the
program without saving any changes to
the diskette. n
lltfiirc lipinmhis pnisNtn. ffJil li"W n> Enlcr Pmurimi" and "How (o lie ttie .VUjSWitic
Eniry Pro-am." The B.^!C prugr^ni^ in lhi» msj^/inc ^rp ivijlihle on disk fnim Laadsur.
PO Bo.\ 30008. Shmrport, l.A "IIjO-OOO". IHII()-«3I-2Wl
BAM OrRanizer
10
H5=H$+"RESE:T COMPUTER! "ABCDEFGHIJK
" 'CELG
DATA 162,4,32,198,255,160, ,32,207,
255,153'BLQG
DATA 229,159,20 0,192,27,208,245,32,
204,255,96 'BPWK
FOR K=49152 TO K+21:READ A
:POKE K,A'GPKL
NEXT'BAEX
DATA UNLOCK, LOCK, DELETE, MOVE,
WORKING," REWRITE BAM" , UNDELETE ,
BAR, RENAME 'BCCT
PRINT" [CLEAR] "CHR$ ( 142 ) CHR$ (8)
:POKE 53281, 0:PO=53280:POKE P0,0
:FOR K=l TO 32 'JJQQ
30 NL$=CHR$ (0) :EF$=EF$+NL$;NEXT
:PS=1 'GVEH
35 FOR K=l TO 9:READ PK$(K):NEXT
:DL$ (0)="":DL$ (1)=" [LEFT, GREEN]
12
15
17
20
23
25
D" ' HARD
40 BOS [0) = " [RED] " :B0$ (1) = " [RVS,
L. BLUE] ":LK$ (0)=" "
:LK$ (1)=" [GREEN]L":CH$(0)=" "
:CHS (1)=" [WHITE]>" 'GQBO
45 DIM VT$ (25) ,FL$(144) ,LK(144) ,
0(144} ,CH(144) ,F(15) ,L(15)
:IS==1 'CFTR
50 VT$(1)="[H0ME] ":FOR K=l TO 24
:VT$ (K+1)=VT$ (K)+" [DOWN] ":NEXT'IBAM
55 L$="[HOME,BLUE,SHFT U,SHFT C17,
CMDR R,SHFT C20,SHFT I,SHFT B]
"'BCON
56 L$=L$+" [SPACE2,L. BLUE]
BAM 0RGANIZER[SPACE2,BLUE,SHFT B,
L. BLUElBY: " 'CENQ
60 L$=L$+" CLIFFORD DEDMORE [BLUE,
SHFT B,CMDR Q,SHFT C7,CMDR R,
SHFT C9,CMDR E,SHFT C5,CMDR R,
SHFT C14,CMDR W]"'CEYO
65 L$=L$+"[SHFT B,L. BLUE]PAGE
: tSPACE2, BLUE, SHFT B]"'CEYN
70 M5(1)="[L. BLUE] F-1 [BLUE, SHFT B,UP,
LEFT, CMDR R,DOWN,L. BLUE] F-3 [BLUE ,
SOFTWARE SPECIALS!
RETAIL
PRICE
39.95
24.95
24.95
59.95
29.95
39.95
34.95
29.95
59.95
49.95
29.95
39.95
29.95
34.95
44.95
29.95
24.95
29.95
39.95
SBC
PRICE
29.96
13.60
19.96
47.96
18.97
25.30
27.96
18.96
37.98
39.96
18.97
25.30
23.96
22.71
35.96
19.47
16.22
23.96
28.00
SOFTWARE TITLE
Print Shop w/Graphics
Teiris
Vegas Gambler
GEOS 128
gcoCharl
Heavy Metal
Modem Wars
Battleship
GEOS 2.0
Typhoon of Slccl
Steel Thunder
Faery Talc Advcnliirc
Rack 'Em
Double Dragon
Panzer Strike
Jordan vs. Bird
Power Play Hockey
F-18Homcl
Pool of Radiance
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CALL US COLLECT!
LINES OPEN B:00 AlVI TO
517/791-3445 JVIIDNIGHT EASTERN TIIVIE
COMMODORE MAGAZINE 77
Programming/ BAM Organizer*
SHFT B,UP,LEFT,CMDR R,DOWN,L. BLUE]
F-5 [BLUE,SHFT B , UP , LEFT ,CMDR R,
DOWN,L. BLUE]F-7[BLUE,SHFT B,
L. BLUE] [RVS]A[RVOFF] LPHABETIZE
[SPACE2, BLUE, SHFT B)"'BFKY
M$ (1)=M$ (1)+"[CMDR Q,SHFT C4,
CMDR R,SHFT C2,Cf4DR E,SHFT C3,
SHFT +,SHFT C3,CMDR E,SHFT C2,
CMDR R,CMDR E,SHFT C3,CMDR E,
SHFT C3,CMDR R,SHFT C4,CMDR R,
75
76
80
84
85
90
95
100
105
110
115
120
125
130
135
140
SHFT C5,CMDR W]"'CKTQ
H$(1)=M$(1)+"[SHFT B,L. BLUE,RVS]L
[RVOFF]OCK[BLUE,SHFT B,L. BLUE,RVS]
U [RVOFF]NLOCK" 'CKBT
M$(1)=M$(1)+"[BLUE,SHFT B,L. BLUE,
RVS]D[RVOFF]EL [DOWN , BLUE , SHFT C,
L- BLUE, LEFT, UP] ETEfBLUE, SHFT B,
DOWN, LEFT, CMDR E,UP,L. BLUE]U[RVS]
N[RVOFF]D [DOWN, BLUE, SHFT C,L. BLUE,
LEFT, UP] ELETE" 'CKOX
MS(1)=M$ (1) + " [BLUE, SHFT B,L. BLUE]
D[RVS]0[RVOFF]NE [BLUE, SHFT B,
L, BLUE]E tRVS]X[RVOFF]IT! [BLUE,
SHFT B] " 'CKPS
M$(1)=M${1)+"[CMDR Z,SHFT C4 ,
CMDR E,SHFT C6,CMDR E,SHFT C3,
RIGHT, SHFT C2 , RIGHT , SHFT C3, RIGHT,
SHFT C4,CMDR E,SHFT C4,CMDR E,
SHFT C5,CMDR X] "'CKLP
VN$=" [RVS]B[RVOFF]AR [BLUE, SHFT B,
UP, LEFT, SHFT + ,D0WN2 , LEFT , CMDR E,
UP,L. BLUB,RVS]R[RVOFF]E[BLUE,UP,
SHFT C, LEFT, D0WN2, SHFT C, UP, LEFT,
L. BLUE]NAME[BLUE,SHFT B, UP, LEFT,
CMDR R,D0WN2, LEFT, CMDR E,UP,
L. BLUE,RVS]M[RVOFF]OVE" 'BDNC
M$ (2)=LEFT$(M$(1) , 1 17 ) +VN$+RIGHT$
{M$(l) ,61) 'FEAT
N$=" [SPACE15,SHFT B,L. BLUE,RVS,
BACK ARROW, RV0FF,SPACE21
CANCEL MODE [BLUE, SHFT B,CMDR Q,
SHFT C7,CMDR E,CMDR R,SHFT C14]
" ' BCMW
N$=N$+"[SHFT +,SHFT C7,CMDR R,
SHFT C6,CMDR W,SHFT B,L. BLUE,RVS]
T[RVOFFi TOGGLE [BLUE, SHFT B,
L. BLUE] [RVS]A[RVOFF]
TOGGLE ALL [BLUE, SHFT B,L. BLUE]
fRVS]B[RVOPF] BAR [BLUE, SHFT B]
"'CEOD
N$=N$+"{L. BLUE,RVS}D[RVOFF]0 ITl
[BLUE, SHFT B,CMDR Z,SHFT C8,
CMDR E,SHFT C14,CMDR E,SHFT C7 ,
CMDR E,SHFT 06, CMDR X]"'CELH
FOR K=l TO 11:C1$=C1$+NL$
iNEXT'GPTH
DA$="[SHFT C16] "+C1$+CHR$(131)
+CHR$ (18)+CHRS (1) 'ISGS
G$="[SPACE15] ":GOTO 145'CGOG
IF T=0 THEN CLOSE 4:CL=1
:RETURN'GIAD
PRINT#15,"U1:";4;0;T;S:GOSUB 730
:GET#4,T$,S$'DY0K
GOSUB 730:T=ASC(T$+NL$)
: S=ASC tS$+NL$ } : RETURN ' IWPJ
145 PRINT L$M$(1):PRINT VT$(15)"
[WHITE] INSERT DISK TO BE
ORGANIZED IN DRIVE 8"'CPgS
150 PRINT" [DOWN, SPACE6]
AND PRESS <SPACE> WHEN READY" 'BANI
155 GOSUB 845: IF ASO" "THEN 155'FJEK
160 PRINT" [D0WN3,SPACE9]
NOW LOADING DIRECTORY" :NL$=NL$
:T=18:S=0 ' EOBO
165 OPEN 15,8,15:OPEN 4,8,4,"|"
:GOSUB 130:GOSUB 130'EWJH
170 BF=BF+1:IF BF=9 THEN GOSUB 130
:BF=1:IF CL THEN POKE PO,0
:GOTO 205'LCPP
175 PRINTS15,"B-P: ";4;32* (BF-l)+2
:GOSUB 730'FSLO
180 GET#4,A$,G$,D$:G0SUB 730
:IF A$=""AND C$=""AND D$=""THEN
170'JANN
185 P1=P1+1+255*[P1=255) :P0KE PC, PI
:IF D$=""THEN D$=NL$'KECV
190 FL=FL+1:IF ASC tA$+NL$) >191 THEN
LK(FL)=1 'IXTO
195 IF A$=""THEN A$=NL$ :D (FL) =1 ' FOWP
200 SYS 49152:GOSUB 730
:FL$ (FL)=H$+A$+C$+D$:GOTO 170'HEEG
205 P=0:MP%= (FL-1) /36:GOSUB 210
:GOTO 245'GVIJ
210 FOR K=24 TO 7 STEP-1:P0KE 781, K
:SYS 59903:NEXT:FOR K=0 TO I'LWJI
215 PRINT VT$ (4)" [RIGHT6,L. BLUE]
"P+1VT$ (8) ; :FOR J = l TO 18'FUFK
220 FI=P*36+K*18+J:IF K THEN PRINT
SPCU9) "[BLUE, SHFT B]",-'JPXI
225 PRINT LK$ (LK(FI) )DL${D{FI) )CH${GH
(FI) ) " [RED] "LEFT$ (FL$ (FI) ,16) ;
'CUWO
230 IF J==18 THEN PRINT" [UP]"
:GOTO 240'FHBE
235 PRINT'BACE
240 NEXT:NEXT:RETURN'DCGC
245 GOSUB 845:PK=- (A$="U")-2*{A5="L"}
-3*(A$="D")-4*{A$="M")-5*(A$="A")
'QFKX
250 PK=PK-6*(A$="0")-7*(A$="N")-8*
(A$="B")-9* (A$="R") 'NYVP
255 IF PK THEN 305'CFAI
260 IF A$="X"THEN PRINT" [CLEAR] "
:CLOSE 15:END'GGAH
265 IF A$="[BACK ARROW] "THEN IS=3-IS
:PRINT L$M$ (IS) :GOTO 245'HULQ
270 GOSUB 275:G0T0 245'CHLF
275 IF A$<>"[F1] "THEN IF A$<>"[F3]
"THEN IF A$<>" [F5] "THEN IF A$<>"
[F7]"THEN RETURN'RIBW
280 Q=P:P=0*(A$="[F1] ")-(AS="[F3]
")-2*(A$="[F5] ")-3*{A$=" [F71
"} 'HXFS
285 IF P=Q THEN BO=0:GOSUB 335:TU=1
: RETURN 'HOGQ
290 IF P>MP%THEN P=Q:GOTO 300'FKHK
295 IF POQ THEN TU=1:G0SUB 210'GJDQ
300 RETURN:GOTO 245'CEKX
78 MARCH 1989
Programming/ BAM Organizer-
310
305 PRINT L$N$;:GOSUS
:GOTO 315'DNIG
310 PRINT VT$ (4) " [RIGHT6,L, BLUE]
"P+1G$VT$ (4}SPC(16-LEN (PK$ (PK) ) /2)
"[L. BLUE] "PK$ (PK) : RETURN 'HMUM
315 IF PK=5 THEN 570'DGEG
320 IF PK=6 THEN 640'DGDC
325 PS=1 :LR=0 :B0=1 'DLMI
330 GOSUB 335:GOTO 350'CHFC
335 PRINT VT$ {7+PS) ; :IF LR THEN PRINT
SPC(20) ; 'GQIH
340 FI=P*36+LR*18+PS:PRINT
LK${LK(FI) )DL$ (D (FI ) ) CH$ (CH (FI ) )
B0$ (BO) ; 'GCMR
34 5 PRINT LEFT$ (FL$ (FI) ,16) " [RVOFF] ";
:RETURN'DOML
350 POKE 198,0:GOSUB 845'CJCE
355 IF A$<>" [UP] "THEN 380'EFOL
360 IF P=0 THEN IF LR=0 THEN IF PS=1
THEN 350'JLBL
365 BO=0:GOSUB 335 : PS=PS-1 ' ENBN
370 IF PS==0 THEN PS = ia :PP=P+ (LR=0 )
:LR=2- (LR+1) :IF PP<P THEN P=PP
iGOSUB 210'PLIX
375 B0=1:G0SUB 335:G0T0 350'DLXN
380 IF A$<>" [DOWN] "THEN 405'EFOI
385 IF P*36+LR*18+PS+1>FL THEN
350'IPVS
390 BO=0:GOSUB 335 : PS=PS+1 ' ENAL
395 IF PS=19 THEN PS=1 : PP=P- { LR=1 )
:LR=2- (LR+1) :IF PP>P THEN P=PP
rGOSUB 210'PLKF
400 B0=1:G0SUB 335:GOTO 350'DLXC
405 IF A$<>" [RIGHT] "AND A$<>"[LEFT]
"THEN 420'HHUJ
410 IF P*36+(2-(LR+l) )*18+PS>FL THEN
350'JURJ
415 BO=0:GOSUB 335 : LR=2- (LR+1 ) :B0=1
:GOSUB 335:GOTO 3B0'IDMP
420 IF A$="[BACK ARROW]
"THEN FOR K=l TO FL :CH (K ) =0 : NEXT
:PRINT L$H$(IS):GOTO 205'KCKM
IF A$="B"AND PK=8 THEN 775'FIXK
IF A$<>"T"THEN 495'EFQE
IF PK=9 THEN R$="":GOTO
IF PK04 THEN 465'EGEG
IF MV=0 THEN MV=FI:GOTO
IF MV=FI THEN MV=0:GOTO
GOTO 470'BDKJ
MV=0:GOSUB 210:GOTO 330'DLFI
425
430
435
440
445
450
455
460
4 65
470
475
477
480
483
485
490
790 'FJQL
4 65'FLCM
465'FLCI
CH{FI)=2-(CH(FI)+1) rGOSUB 335
:GOTO 350'FYCR
IF FI=MV THEN MV=0:GOTO 465'FLCK
Z=PK:PK=5:G0SUB 31G:CH(MV)=0
!T1=D (HV) :T=LK (MV) :TS=FL$ {MV) 'HUSA
IF MV<FI THEN 485'DHIP
FOR K=MV TO FI+1 STBP-1
:LK(K)=LK(K-1) : FL$ (K) =*FL$ (K-1 )
:D(K)=D(K-1} 'MSNX
NEXT: GOTO 490'CEAK
FOR K=MV TO FI-2:LK (K)=LK (K+1)
:FL$ (K)=FL$ (K + 1) :D(K)=D(K + 1)
:NEXT'LSMD
D{K)=T1:LK(K)=T:FL${K)=T$:MV=0
ATTENTION
ALL COMMODORE 64/64C,
COMMODORE 128/128D
AND AMIGA OWNERS
A complete self-tutoring BASIC programming course is
available that starts with turning your computer on, to
programming just about anything you want! This course
is currently used in both High School and Adult Evening
Education classes and has also formed the basis of
teacher literacy programs. Written by a teacher, who
after having taught the course several times, has put
together one of the finest programming courses avail-
able today. This complete course of over 220 pages is
now available for the COMMODORE 64/640.
COMMODORE 128/128D and the AMIGA 500/1000/
2000 computers. This course will take you step l:y step
through a discovery approach to programming and you
can do it all in your leisure time! The lessons are filled
with examples and easy to understand explanations as
well as many programs for you to make up. At the end
of each lesson is a test of the information presented.
Furthermore, ALL answers are supplied to all the
questions and programs, including the answers to the
tests. Follow this course step by step, lesson by lesson,
and turn yourself into a real programmer! You won't be
disappointed!
FOLLOW-UP COURSE - A 200 page self-
learning course for each of the above named computers
dealing exclusively with sequential and relative files
using a unique approach for those with very limited file
Erogramming experience. Set up your own personal and
usiness records!
AmigaDOS COURSE for all Amiga Owners - Take
control of your Amiga with our step by step, self-
learning AmigaDOS course that addresses all Amiga-
DOS versions, including 1.3.
Each course is only $21.95 plus $3.00 for ship-
ping and handling. We have been developing and
selling Commodore courses for over 6 years now and if
you do not think that wo have the best self-
tutoring course you have yet come across, then
just send the course back to us within 10 days of
receipt for the FULL $24.95 refund.
NAME:
ADDRESS:
CITY:
STATE/PROV:
CODE;
I desire the BASIC programming course Q
FOLLOW-UP course on file handling Q AmigaDOS D
The computer that the course is needed for:
COMMODORE 64/64C □ COMMODORE 128/128Dn
AMIGA 500 n AMIGA 1000 D AMIGA 2000 D
For each desired course, send $24.95 cheque or
money order (in the currency of your country) to:
Brantford Educational Services
222 Portage Road 6 Pioneer Place
P.O. Box 1327 or Brantford. Ontario
Lewiston. New York 14092 N3R 7G7
Fax: (519)759-7882 Tolcx: 0S1-81260
COMMODORE MAGAZINE 79
Pragramming/ BAM Organizer'
:PK=Z:GOSUB 3iO:GOTO 460'HNBU
495 IF NOT{A$="A''AND PK<4)THEN
505 'GKDS
500 FOR Q=l TO PL;CH (Q) =2- (CH (Q) +1 )
:NEXT:GOSUB 210:GOSUB 335
:GOTO 350'KHNM
505 IF A$<>"D"OR PK=4 THEN 560'GIMK
510 Z=PK:PK=5:G0SUB 310:PK=Z
:FOR K=FL TO 1 STEP-1 ;D=D (K)
:L=LK(K) 'LJOP
512 IF CH(K)=0 THEN 555'DJRF
515 IF PK=7 AND D THEN DL=130
SGOSUB 785*GNIL
520 IF PK=3 AND L=0 AND D=0 THEN DL=0
iGOSUB 785'JOOK
525 IF(PK=1 AND L)0R(PK=2 AND
L=0)THEN 535'IQUO
530 GOTO 555 'BDOD
535 IF D(K}THEN 555'CHBJ
540 LK(K)=- (PK=2) :E$ = FL$ (K)
!E1=ASC(MID$(ES,28,1)} 'HIVO
545 FL$ (K)=LEFT$ (E$,27)+CHR$ {El-64*
(E1<133)+64*(E1>191) ) 'KKWV
550 FL$(K)=FL${K)+RIGHT$(E$,2) 'DSYJ
555 NEXT:A$=" [BACK ARROW]"
;GOTO 420'DHOH
560 GOSUB 275: IF TU THEN PS=1:LR=0
:BO=1;TU=0;GOSUB 335:GOTO 350'JEAR
565 GOTO 350'BDHL
570 T=0:S=1:BF=FL'DKVK
575 A$=FL$ {INT({BF+S)/2) ) :K=S
:J=BF'GWHU
580 IF FL$ (K)<A$THEN K=K+1
:GOTO 580'GPFO
585 IF FL$ {J)>ASTHEN J=J-i
:GOTO 585'GPGT
590 IF K>J THEN 615'DFUL
595 IF K=J THEN 6I0'DFQQ
600 T$=FL$(K) :FL$(K)=FL$(J) :FL$(J)=TS
:P=LK(K} :LK(K)=LK(J) : LK (J ) =P ' GFMQ
605 T1=D{K) :D (K)=D(J) : D (J ) =T1 ' DWSM
610 K=K+1:J=J-1:IF K<=J THEN 580'INEJ
615 IF K>=BF THEN 625'EGFK
620 F{T)=K:L{T)=BF:T=T+1'EQMI
625 BF=J:IF S<BF THEN 575'EKFM
630 IF T=0 THEN 835'DFIG
635 T=T-1:S=F(T) :BF=L(T) :GOTO 575'FUPQ
640 GOSUB 770:PRINT SPC ( 11 ) " [UP2 ,RVS]
ARE YOU SURE (Y/N)?'"DHDN
645 GOSUB 845'BDUK
650 IF A$<>"Y"AND A$<>"N"THEN 645'HHLL
555 IF A$="N"THEN PRINT L$M$(IS)
:GOTO 205'FQNQ
660 GOSUB 770:PRINT SPC (12 ) " [RVS ,UP2]
NOW REWRITING BAM" : PK=5 ' ELOQ
665 GOSUB 310:T=18:S=0:OPEN 4, 8, 4, "I"
:GOSUB 130'FVFS
670 PRINT#15,"B-P:";4;2'BHDK
675 CT=CT+1:IF CT<145 THEN 690 'POTS
680 GOSUB 770:PRINT SPC ( 11 ) " [RVS , UP2]
NOW VALIDATING DISK"
:PRINTS15,''V"'EL0T
685 GOSUB 730:CLOSE 4:CL0SE 15
:PRINT" [CLEAR] FINISHEDl" :END'FKJV
690 IF EF THEN PRINT#4 , EFS ;
:G0T0 70 0'EMXN
695 PRINT#4,RIGHT${FL$ (CT) ,
3)LEFT$ (FL$(CT) ,27) "CD"; 'DBFW
700 IF CT=FL THEN EF=1'EHWF
705 P1=P1+1+255*(P1=255} :P0KE P0,P1
:IF CT/8<>INT(CT/8)THEN 675'NIUW
710 LS=S+3+17*(S>15) :T=18
:PRINT#15,"B-P:";4,0'HXGM
715 IF EF THEN PRINTS4 ,NL$CHRS (255 ) ;
-.GOSUB 730:GQTQ 725'GVKP
720 PRINT|4,CHR$(T)CHR$(LS);
:GOSUB 730'EOHI
725 PRINTn5,"U2:";4;0;18;S:GQSUB 730
:S=LS:GOTO 675'EYHQ
730 INPUT|15,DS,DSS,TN,SN
:IF DS=.THEN RETURN' FTJL
735 IF DS026 THEN 760'EHYN
740 PRINT VT$ (ll)SPC(lO) " [RVS]
REMOVE W/PROTECT TAB!"'CKBO
745 PRINT SPC (10> " [RVS,SPACE9] £.
[SPACE9] ":PRINT SPC (1 3 ) " [RVS]
PRESS <RETURN>" 'EHJU
750 GET A$:IF A$<>CHR$ {13 ) THEN
750'GMHM
755 CT=0:CLOSE 4:G0T0 660'DJEO
760 PRINT" [CLEAR]DRIVE
ERROR . . . PROGRAM ABORTED"
: PRINT" [DOWN] "DS ;DS$TN; SN ' CMEU
765 CLOSE 4:CL0SE 15:END'DFF0
770 FOR K=l TO 3:PRINT
VT$(10+K)SPC(9) " [RVS,SPACE23] "
:NEXT:RETURN'IOAT
775 IF FL=144 THEN 245'DITQ
780 FL=FL+1:MV=FL:LK(FL)=0:FL$ (FL)=DA$
:MP%= tFL-l)/36:GOTO 475'JTXA
785 D(K)=2-{D(K)+1) : FL$ (K ) =LEFT$ (FL$
(K) ,27)+CHR$ (DL)+RIGHT$(FL$(K) ,
2) 'JTBE
787 RETURN 'BAQQ
790 PRINT" [BLUE] ":GOSUB 770'CEDM
794 PRINT VTS (11)SPC(13) "[RVS]
ENTER NEW TITLE "VT$ (1 3 ) SPC ( 1 3 ) "
[RVS, BACK ARROW] "; 'DVXY I
795 GOSUB 845'BDUQ
800 IF A$="[BACK ARROW] "THEN 835'DFWF
805 A=ASC(A$) :R=LEN(R$)
:IF A>31 AND A<91 AND A034 AND
R<16 THEN 840'QCTW
810 IP[A=20 OR A=13)AND R>0 THEN
820 'HNPK
815 GOTO 795 'BDUJ
820 IF A=20 THEN R$=LEFT$ (R$ ,R-1 )
:PRINT" [LEFT2, RVS, BACK ARROW]
[LEFT] "; :GOTO 795'ISVP
825 IF LEN{R$)<16 THEN R$=R$+CHR$ (160 )
:GOTO 825'ITVS
83 FL$ (FI)=R$+RIGHT$ (FL$ (Ft) ,14) 'DVSL
835 PRINT" [RVOFF] "L$MS (IS)
:GOTO 205'CMIO
840 PRINT" [LEFT, RVS] "AS" [BACK ARROW]";
:RS=R$+A$;G0TO 795'EOBM
845 GET A$:IF A$=""THEN 845'EIQP
850 RETURN 'BAQH END
80 MARCH 1989
PROGRAMMING'
by Keith Leithauser
Decision
Maker
for the Commodore 64
Decisions, decisions! Some are simple,
like whether to have chocolate or va-
nilla ice cream for dessert. Some are more
compliccited becijuse they involve several
factors to consider.
Consider the decision-making process
involved in selecting which car to buy. In
choosing between two (or more) cars, you
must consider price, maintenance costs,
gas mileage, comfort, even whether each
car comes in the color you like. But no car
has them all. How do you compare several
cars, each of which has several different
things you like?
Decision Maker helps you make deci-
sions in which there are many unrelated
factors to consider It is something like the
old concept of listing the pros ands cons of
each choice, except that it also allows you
to weigh the importance of each issue. It
then ciin-ies out a mathematical computii-
tion that tells you which choice has the
most of the best features.
When you run Decision Maker, it will
ask you for a name for the decision you
want to make. This is just to give the out-
put a label. You can input something like
"Which c<ir should I buy?" or "W^ich job
should I take?"
Next, the program asks you how many
choices there are, and what their names
are. You can give the choices any names
you like. ITiis is just to have a label to
identify them as the pn)gram runs. I sug-
gest you keep the names under 30 charac-
ters, because the screen display will be un-
cluttered later.
The program then asks you how many
criteria there are for making the choice. It
also asks you how many arc cost criteria,
as opposed to benefit criteria. A cost crite-
rion is anything for which you want a low
number. The price of something you
might buy is one example. Another might
be the time required to do something. For
example, suppose you arc considering two
vacation s])ots that you might drive to this
sunmier If you do not like to drive, tlie
driving time to each spot might be consid-
ered a cost criteria. A benefit criteria is
anything for which you want a high num-
ber, such as gas mileage on a car.
The pn)gram will ask vou for the name
of each cost criterion and then each bene-
fit criterion. Then it will display a list of
these criteria and ask you which is the
most impoitimt factor in making your de-
I cision. Input the number of the most im-
portant criteria and press ENTER. The
' program will then list each of the other
criterion and ask you to rate import^mt
criteria. For exmnple, if comfort of a cai- is
j the most import;mt thing to you and the
■ c»st of the car is half as important as com-
fort, you would input 50 as the importfince
rating of cost. This is entirely a subjective
evaluation on your part.
Next, the program will ask you to give
the actual value for each of your choices
for each of the criteria. If the criterion has
an actual numljer, you can input this
number For example, for the cost crite-
rion you could put in the actual price of
the object. For driving time in the vaca-
tion example, you could input the number
of hours of driving. Remember that you
must use the same units of measure for
each input for the same criterion. Do not
put driving time in minutes for one vaca-
tion spot and hours for another. Also, you
cannot input zero for any value. If the an-
swer is zero, input any extrcmely small
number, such <is .001.
If the criterion does not have a numeric
value, you can rate the choices with arbi-
trary subjective numbers. For example,
you could rate the driving comfort, of each
car you are considering from one to ten.
The most comfortable car would get ten.
The second most comfortable car would
not necessarily get a nine. If it was two
thirds as comfortable as the most comfort-
able car, it would get a 6.6.
\Vhen giving subjective numbers, re-
member that in a cost criterion, you want
to give a high number to an undesirable
item. In a benelit criterion, you would
want to give a high number to a desirable
item. In the above example, you might
rate the cars on discomfort, rathei- than
comfort. You would list discomfort as a
anst criterion instead of listing comfort as
a benefit criterion. In this case, the most
uncomfortable car would get a ten. A car
that was half as uncomfortable would rate
a five.
Some criteria might be yea'no criteria.
In these cases, you would use a very high
number to indiaite yes and a veiy low
number (but not zero) to indicate no, or
vice versa. For example, in choosing be-
tween several jobs, one of them might i^
quire you to move to another state, which
you might not want Ui do. You could make
"must move" one of the cost criteria. You
could give a one to a jo!> that does not. An-
other way to do it would be to make "don't
need to move" a benefit criterion. You
would give a 1000 to a job that does not re-
quire you to move, and a one to a job that
does.
When you have input the values for all
the choices for each criterion, the progi'iun
will rate all youi- choices and give you a
list. The best choice is at the top of the list,
the next best is second, and so on. You will
also get a point rating for each choice, A
choic-e that has 100 points is twice as good
as a choice that has 50 jjoints,
Ailcryou arrive at this list, the pro-
gram will ask if you want a hard copy of
the list. Then it will ask you if you want to
run Decision Maker over If you say yes,
the program will ask if you want to repeat
the siime decision. If you say no the pro-
COMMODORE MAGAZINE 81
Pragramming/ Decision Maker-
gram will start over from the beginning, ff
you say yes, the program will retain the
name of the decision, the names of the
choices, and the names and types, of all
criteria. It then allows you to input new
importance ratings and values. This al-
lows you to easily experiment with your
decision. Q
BefoK lyping iliis pragram, rcaJ "Hnw ui Enicr l»i[if|/iiiiv ' md "How in I'm' ilic Migj/im-
Knlry I'timram " Tht- BASIC pr(i((r;iim in tliij maj;j^lni' jk .ivaihblt mi disk frum Lujilstaf,
l*c). 11(11 *(Ktim. slifcvi'piirt, I A 'luiMKiir. i.Kii(i.K,*|.;fi')4.
IkHiision Maker
POKE 53281, 0:POKE 53280,0
:PRINT CHRS(147);CHR${14);
:GOSUB 1840:PRINT'HIGI
PRINT:S$=" [SHFT PjRESENTING"
:GOSUB 1680:PRINT:S$=" [SHFT D]
ECISION [SHFT M]AKER"
:GOSUB 1680'GRJN
PRINT:S$="BY" :GOSUB 1680:PRINT
:S$="[SHFT DJAVID [SHFT L]
EITHAUSER" :GOSUB 1680 'GRKM
PRINT:PRINT:PRINT:GOSUB 1700 'EHFD
PRINT CHR$(147) iCLR'DGJE
DIM CH${20) ,C2$ (20) ,E$ (20) ,B$ (20) ,
V(20,50) ,VT(20) ,PC(50) ' BCBQ
CL=6 'BDSD
PRINT:GOSUB 1830'CFSF
S$="[SHFT I]NPUT THE NAME OF THE
DECISION YOU WANT":GOSUB 1680 'CHDV
S$="TO MAKE ([SHFT F]OR EXAMPLE,
CAR TO BUY) "
'CHOR
1800'CFPH
ND$=IS:IF ND$="" THEN
10
20
30
40
50
55
60
70
75
8
[SHFT W]HAT
:GOSUB 1580
90 PRINT:GOSUB
100 GOSUB 1850
100 'FRGB
110 PRINT'BACV
120 GOSUB 1820'BEMX
130 PRINT "tSHFT H]OW MANY CHOICES
ARE THERE?"; :GOSUB 1850
:NC=VAL(I$) 'ENWL
140 IF NC<2 THEN GOSUB 1790
:GOTO 130'FLRE
150 FOR X=l TO NC'DEPC
160 PRINT "[SHFT N]AME OF CHOICE ft";X;
"?"; : GOSUB 1850 :CH$ (X)=I$'DSCL
165 IF CH$(X)="" THEN 160'DJKJ
170 IF LBN(CH$(X))>CL THEN
CL=LEN (CHS (X) } 'GUNK
180 NEXT X'BBRD
190 PRINT "[SHFT H]OW MANY CRITERIA
FOR MAKING THE CHOICE" 'BADP
200 PRINT "ARE THERE?" ; :GOSUB 1850
:CR=VAL (1$) 'ENLE
205 IF CR<2 THEN GOSUB 1790
:GOTO 190'FLCG
210 PRINT CHRS (147) ; iGOSUB 1840
: PRINT 'EMNB
220 PRINT " [SPACE3,SHFT S]
OWE OF THE"CR"CRITERIA ARE
PROBABLY"'BCRI
230 PRINT "WHAT WE CALL COST
CRITERIA. [SHFT TjHIS MEANS"'BAYK
240 PRINT "ANYTHING THAT WE WANT TO
MINIMIZE, SUCH"'BAUL
250 PRINT "AS EXPENSE, TIME REQUIRED
TO DO" 'BAPJ
260 PRINT "SOMETHING, ETC. [SHFT S]
OME OF THE CRITERIA" ' BAJM
270 PRINT "ARE WHAT WE CALL BENEFIT
THE NAME
' i " . V . •' ■? " .
IT , /> , » t
OF
THEN 370'EQAK
NAME OF
CRITERIA. [SHFT T]HIS"'BAPO
280 PRINT "MEANS ANYTHING WE WANT TO
MAXIMIZE, "'BADO
290 PRINT "SUCH AS HOW MUCH WE GET
PAID, COMFORT," 'BAIP
300 PRINT "HOW MUCH WE ENJOY
SOMETHING, ETC."'BAQG
310 PRINT:GOSUB 1820:PRINT "[SHFT H]
OW MANY OF THE CRITERIA ARE
COST" 'DGKK
320 PRINT "CRITERIA?"; :GOSUB 1850
:CC=VAL(I$) :IF 1$="" THEN 310'HTYK
330 IF CC<0 OR COCR THEN GOSUB 1790
:GOTO 310'HPDH
340 CB=CR-CC'CGCD
350 IF CC=0 THEN 400'DGUF
360 FOR X=l TO CC'DEEF
370 PRINT "[SHFT W] HAT IS
COST CRITERIA" :PRINT '
:GOSUB 1850'DKMR
380 E$ (X) = I$:IF E${X) = "'
390 NEXT X'BBRG
400 IF CB=0 THEN 450'DGYB
410 FOR X=l TO CB'DEDB
420 PRINT "[SHFT W] HAT IS THE
BENEFIT CRITERIA" 'BAXK
430 PRINT "#";X,- "?"; :GOSUB 1850
:B$(X)=I$:IF B$(X)="" THEN
420'GBWK
440 NEXT X'BBRC
450 PRINT CHRS (147) ; :GOSUB 1840'DLCH
455 S$="[SHFT Y]OUR CRITERIA FOR
MAKING A CHOICE ARE:"'BCXT
460 GOSUB 1680:PRINT'CFVG
470 IF COO THEN FOR X=l TO CC
: PRINT X") "E$(X):NEXT X'lQAO
480 IF CB>0 THEN FOR X=l TO CB
:PRINT X+CC") "B$(X):NBXT X'JSSQ
490 PRINT:GOSUB 1820;PRINT "[SHFT W]
HICH OF THESE IS THE MOST
IMPORTANT" 'DGPU
500 PRINT "(INPUT NUMBER)?";
:GOSUB 1850:X=VAL(I$) 'EMUI
510 IF X<1 OR X>CR THEN GOSUB 1790
:GOTO 490'HNVH
520 IF X<=CC THEN T$=E$(X)
:GOTO 540'GONI
530 T3=B$ (X-CC) 'CJFF
540 PC(X)=100'BIBF
550 PRINT CHR$(147}; :PRINT:PRINT
:GOSUB 1840:S$=" [SHFT Tl
HE CRITERIA" :GOSUB 1680 'HVDQ
560 GOSUB 1830:S$=TS:GOSUB 1680
iGOSUB 1840 'ETSL
570 S$="HAS NOW BEEN ASSIGNED AN
IMPORTANCE" :GOSUB 1680 'CHDS
580 S$="RATING OF 100. [SHFT Y]
OU MUST NOW RATE THE"
:GOSUB 1680'CHFT
590 S$="OTHER CRITERIA ON A SCALE OF
1 TO 100":GOSUB 1630 'CHPT
82 MARCH 1989
Programming/ Decision Maker'
600
610
620
630
640
650
660
670
660
690
700
710
720
730
740
750
760
770
780
790
800
810
820
830
840
850
860
870
880
890
900
910
920
930
940
S$="COMPARED TO":GOSUB 1680
:GOSUB 1830:S$=TS:GOSUB 1680 'FWSK
GOSUB 1840:S$ = " [SHFT F]OR EXAMPLE,
IF":GOSUB 1680'DMFJ
IF XOl AND CC THEN T25=ES(1)
:GOTO 670'HQAJ
IF XOl AND CC=0 THEN T2$ = BS(1)
:GOTO 670'IRRL
IF X=l AND COl THEN T2$ = E$(2)
iGOTO 670'HRSM
IF X=l AND CC THEN T2$=B$(1)
:GOTO 670'GQTM
T2$=B$ (2) 'BISI
GOSUB 1830:S$=T2$:GOSUB 1630
:GOSUB 1840'EUSN
S$="IS HALF AS IMPORTANT AS"
:GOSUB 1680:GOSUB I830:S$=T$
:GOSUB 1680 'FWRV
GOSUB 1840:S$="THEN THE RATING OF"
:GOSUB 1680 'DMSS
GOSUB 1830:SS=T2$:GOSUB 1680
jGOSUB 1840:S$="IS 50."
:GOSUB 1680 'GDUL
GOSUB 1700*BEJD
PRINT CHR$ (147) ; :GOSUB 1820
:S$="[SHFT CJOMPARED TO"
;GOSUB 1680:S$=T$'GYIP
GOSUB 1680;S$="WHICH HAS A VALUE
OF 100,":GOSUB 1680 'DMDO
S$="HOW IMPORTANT IS"
jGOSUB 1680 'CHJM
GOSUB 1820: PRINT: IF CC=0 THEN
810 'FMBL
FOR X=l TO CC'DEEJ
IF PC(X)>0 THEN 800'DJFL
PRINT ES (X) ; "?"; :GOSUB 18 50
:PC{X)=VAL (1$) ' EWKQ
IF PC(X)<1 OR PC(X)>100 THEN
GOSUB 1790:GOTO 780'HWNT
NEXT X'BBRC
IF CB=0 THEN STO'DGFG
FOR X=l TO CB'DEDG
IF PC(CC+X)>0 THEN 860'ELDK
PRINT B$ (X) ;"?"; jGOSUB 1850
:PC{CC+X)=VALCI$) 'FYFO
IF PC(CC+X)<1 OR PC(CC+X)>100
THEN GOSUB 179D:GOTQ 840'JBGS
NEXT X'BBRI
PRINT CHR$(147) iPRINT
:GOSUB 1840'ELEN
PRINT "[SPACE3,SHFT N]
OW YOU MUST INPUT THE VALUES
OF" 'BAXU
PRINT "EACH CRITERIA FOR EACH
CHOICE. [SHFT I]F THERE" 'BADW
PRINT
SUCH
PRINT
VALUE
PRINT
'IS AN ACTUAL VALUE,
AS DOLLARS OR" 'BAIN
"HOURS, YOU MAY INPUT THIS
" ' BADN
" [SHFT I]P THERE IS NO
NUMERICAL VALUE, YOU MAY"'BAIQ
PRINT "ASSIGN ARBITRARY VALUES.
[SHFT FIOR EXAMPLE," 'BAAR
PRINT "IF YOU LIKE ONE COLOR
TWICE AS MUCH AS"'BADR
PRINT "ANOTHER, YOU COULD INPUT A
VALUE OF 10" 'BAPS
PRINT "FOR THE COLOR YOU LIKE
MOST AND 5 FOR" 'BAFT
PRINT "THE ONE YOU LIKE
LESS." 'BAQQ
GOSUB 1700 'BEJM
FOR X=l TO CR'DETO
PRINT CHR$ (147) ; :GOSUB 1840
:S$="[SHFT F]OR THE CRITERIA:"
:GOSUB 1680 'FTGF
IF X<=^CC THEN S$=E$(X)
:GOTO 1030 'GPEB
1020 S$=B$ (X-CC)+","'DJNY
1030 GOSUB 1830:GOSUB 1680 'CJNX
GOSUB 1820:S$="WHAT IS THE VALUE
FOR":GOSUB 1680 : PRINT ' ENBH
FOR Y=l TO NC'DEQA
VT (Y)=0: PRINT CH$(Y);"?";
:GOSUB 1850:VT(Y)=VAL(I$) 'FFLJ
IF VT(Y)=0 THEN GOSUB 1790
:GOTO 1060 'FPEG
NEXT Y'BBSB
IF X>CC THEN 1180'DHNF
VM=1E30'BGUV
FOR Y=l TO NC'DEQW
IF VT(Y)<VM THEN VM=VT (Y ) ' EOHC
NEXT Y'BBSW
FOR Y=l TO NC'DEQA
V(Y,X}=VM/VT(Y) 'CNRD
NEXT Y'BBSA
GOTO 1250 'BEPC
VM=0 ' BDHD
FOR Y=l TO NC'DEQF
IF VT(Y)>VM THEN VM=VT (Y) ' EOFB
NEXT Y'BBSV
FOR Y=l TO NC'DEQY
V{Y,X)=VT(Y)/VH'CNRC
NEXT Y'BBSY
NEXT X'BBRA
PRINT CHR$ (147) ; :VM=0'DKUF
FOR X=l TO NC'DEPE
VT (X)=0 'BGCF
FOR Y=l TO CR'DEUG
VT(X)=VT{X}+PC(Y)*V(X,Y) 'DVKD
NEXT Y'BBSW
IF VT(X)>VM THEN VM=VT (X ) ' EODE
NEXT X'BBRY
FOR X=l TO NC:C2$(X)=CH$(X)
:VT(X)=100*VT(X)/VM:NEXT X'IKTN
FOR X=NC TO 1 STEP -I'FFRF
Z=0'BCJD
FOR Y=l TO X'DDJF
IF VT(Y)=>VT(Y+1) THEN 1400 'FPUK
Z=VT(Y) :VT(Y)=VT(Y+1) :VT{Y+1}=Z
:S$=C2$ (Y) 'GKIR
C2$ (Y)=C2$(Y + 1} :C2$ {Y+1)=S$
:Z=-1 'GBGT
NEXT Y'BBSW
IF Z=0 THEN 1430 'DGDB
NEXT X'BBRY
GOSUB 1840:S$ = " [SHFT F]
OR THE DECISION" :GOSUB 1680
:GOSUB 1830'ERBK
950
960
970
980
990
1000
1010
1040
1050
1060
1070
1080
1090
1100
1110
1120
1130
1140
1150
1160
1170
1180
1190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
1395
1400
1410
1420
1430
COMMODORE MAGAZINE 83
Programming/ Decision Maker
1440 S$=ND$:GOSUB 1680:GOSUB 1840 'DPJG
1450 S$="THE FOLLOWING IS A LIST OF
YOUR":GOSUB 1680 'CHNN
1460 S$="CHOICES, AND THEIR POINT
VALUES: ":GOSUB 1680 'CHDO
1470 PRINT: PRINT " [SHFT C]HOICE";
TAB(CL+2) ;"[SHPT P] OINTS " ' EHWM
1480 FOR X=l TO NC'DEPH
1490 PRINT C2$ (X),■TAB(CL+1);
INT(VT(X) ) 'ETXM
1500 NEXT X'BBRX
1510 PRINT:S$=" [SHFT D]
YOU WANT HARD COPY":GOSUB 1730
:IF YN=0 THEN 1620 'GQDM
1520 OPEN 1,4:PRINTU, " [SHFT F]
OR THE DECISION" :PRINT#1,ND$'DM0J
1530 PRINTffl,"THE FOLLOWING IS A LIST
OF YOUR"'BCRK
1540 PRINT#1 , "CHOICES, AND THEIR
POINT VALUES: " 'BCHL
1550 PRINTll," " :PRINT#1, " [SHFT C]
HOICE",-:F0R Z = l TO CL+5
:PRINT#1," ";:NEXT Z'ISOQ
1560 PRINTfl," [SHFT P] OINTS" ' BCMH
1570 FOR X=l TO NC'DEPH
1580 PRINTil,C2$ CX); :FOR Z=l TO
CL+10-LEN(C2$ (X) ) :PRINT#1," ";
:NEXT Z'JPWS
1590 PRINTll,INT (VT(X) ) 'CJCK
1600 NEXT X'BBRY
AProDraw
The Artist's Dream.
-eatLiiing high resolution
>u mmagmpnics tal:)let.s
Fe-t
SummagmpfiiL.s uiunruT
will) iwo button stylus
for the Amiga.
12 X 12 - $549
9 X 6 - - $449
Optional
cursor - S50 '
Dealer inquiries
are Invited
R & DL Productions
11-24 46th Avo.
L.I.C. NY 11101
Um 392-4090
.f;,XC /ri*e^ ^***.„^i«K. ^lr'Cfy><J-'
1610 CLOSE I'BBIA
1620 S$="[SHFT R]UN [SHFT DjECISION
[SHFT M]AKER OVER":GOSUB 1730
:IF YN=0 THEN 1660'FPUP
1630 S$="[SHFT R]EPEAT SAME DECISION"
:GOSUB 1730: IF YN=0 THEN 50'FNCO
1640 GOSUB 1830:S$=" [SHFT P]
LEASE WAIT A FEW MOMENTS."
:GOSUB 1680 'DMCO
1650 FOR X=l TO 20 : VT (X) =0 ; PC (X) =0
:FOR Y = l TO 50 :V (X ,Y} =0 ;NEXT Y
:NEXT X'LKGT
1655 GOTO 450'BDIK
1560 S$="[SHFT E]ND [SHFT D]ECISION
[SHFT M] AKER":GOSUB 1730
:IF YN=0 THEN 1620'FPVR
1670 END'BACG
1680 IF LEN(S$)<39 THEN PRINT
TAB( (40-LEN(S$) )/2) ;S$
: RETURN 'KUHR
1690 PRINT S$:RETURN'CDPJ
1700 GOSUB 1830:S$=" [SHFT P]
RESS SPACE BAR TO CONTINUE."
:PRINT:GOSUB 1680 "ENON
1710 GET SS:IF S$<>" " THEN 1710'FJVG
1720 RETURN 'BAQC
1730 YN=0;SS=S$+" ([SHFT Y]/{SHFT Nj
)?":GOSUB 1820 'ENRL
1740 IF LEN(SS)<39 THEN PRINT
TAB( (40-LEN(S$) )/2) ;S$;
;GOTO 1760 'KALP
1750 PRINT S$; 'BDYG
1760 GET S$:IF S$<>"[SHFT Y]
" AND S$<>"Y" AND S$<>"[SHFT N]
" AND S$<>"N" THEN 1760'OPDV
1770 PRINT S$:GOSUB 1800
:IF S$="[SHFT Y] " OR S$="Y" THEN
YN=-1'JPSR
1780 RETURN'BAQI
1790 GOSUB 1810:S$=" [SHFT I]
NVALID ANSWER" :GOSUB 1680
iGOSUB 1820:RETURN'FSUU
1800 POKE 646,3:RETURN:REM BLUE'DLDF
1810 POKE 646,10:RETURN:REM RED'DLWG
1820 POKE 646,4:RETURN:REM PURPLE'DNAI
1830 POKE 646,7:RETURN:REM YELLOW'DNHJ
1840 POKE 646, 1:RETURN:REM WHITE'DMPJ
1850 IS="":II$="":GOTO 1920 'DLEK
1860 GET II$:IF 11$="" THEN ISeO'ELYL
1870 IF II$=" "OR{II$=>"A"AND
II$< = "Z")OR(II$==>"#"AND II$<="
[SHFT Z]")THEN 1920'PXIY
1880 IF II$=CHR$(13) THEN 1930'ELBN
1890 IF II$<>CHRS{20) OR LENCI$)=0
THEN 1860 'IQRS
1900 PRINT " ";CHR${157);CHR${157);
CHR$(162) ;CHR$ (157); ' FAAK
1910 I$=LEFT$ (I$,LEN{I$)-1J
:GOTO 1860'FRQJ
1920 I$=I$ + II$:PRINT 11$; CHR$ ( 162 ) ,-
CHR$ (157) ; :IF LEN(I$)<80 THEN
1860 'JKXR
1930 PRINT " ": RETURN 'CBDG
84 MARCH 1989
128 MODE"
Sequencer
Explore the Commodore 128 in its
powerful native mode. Some of
the articles in this colmnn
may be technical, some not so
technical — but we g^uarantee that
they will spark your creativity.
rigH?
J uick, who was the fourteenth PresJ-
' dent of the United States? Gotcha,
ighf? How about this: who came first,
Jackson or Cleveland? If you're thinking,
"How can one city come before another?"
then you need Sequencer, the program in-
cluded here.
Sequencer will help you — and any
young ones in your family— to learn the
sequential order of people, events or any
list of items that has a first, second, third
order. It does it in a fun manner, via a
game which you can either play alone or
against a friend.
How to Play
In the solo mode the goal is simply to
find the correct sequence of items in a ran-
domly-mixed list in the shortest time pos-
able. The player uses his joystick to scroll
through whatever list was selected until
he finds the first item. He presses the fire
button and, if he's guessed right, it records
on a window at the bottom of the screen.
The scrolling window, in the upper left of
the screen, consists of large letters which
are easily readable even as it scrolls by.
Another scrolling window is in the up-
per-right part of the screen. The computer
controls this window. It simply scrolls
merrily along until the user gets stuck
and needs help. By pushing his joystick to
the right, he orders the computer to scroll
to the correct item and select it. It's a help
screen of sorts and somethmg that will be
used a lot in the early stages of learning
lists.
In the two-player mode, a second person
controls this second window. Then it's sim-
ply a matter of who finds the next item on
the list first. Credit is given to the player
who correctly selects each item. The way
this happens is when a player finds the
correct choice and fires, the item will ap-
pear on the sequentially -correct list at the
bottom of the screen with a check mark on
the side of the player who found it. A tally
is kept of how many corrart items each
player finds.
In both modes, as the correct items are
selected fitim the random list, they are
withdrawn. This means that at the begin-
ning of play things go a little slower (it
takes a while just to cycle through 66
books of the Bible). But as you near com-
pletion, things speed up considerably.
Also, whoever selects the nextrto-the-last
item is credited with the final one.
Since the timer works in both modes, a
pair of players can work together to aim-
pete against the clock, or they can work
against each other to see who accumulates
the most check marks. Either way, in the
spirit of competition, knowledge is ac-
quired.
Once the round is over, the completed
list can be examined (it scrolls also) as a
kind of follow-up study guide. Of course,
players have the option to play again.
Lists, Glorious Lists
All arcade-type games instill learning
in the process. The trouble is, the learning
is often limited to the gameplay itself.
Good educational software seeks to use
this natural learning envirorunent to plug
in information that is useftil to learn.
What's useftd? A three-year-old might
find it usefiil to sequence the numbers one
to ten or the ABC's. Sunday schoolers are
often awarded prizes for learning the
books of the Bible in order. High school
! students could vfork on alphabetical order,
the arrangement of planets from the sun,
! or, as suggested abeady, presidents.
Sports nuts could arrange a list of pen-
nant winners. History bufis might se-
quent wars. Geography specialists could
even arrange lists of cities or countries
fi^m east to west. All of us could stand a
httle refi:eshing in some area. (Which is
closer to the sun, Uranus or Neptune? See
what I mean?} In brief, anything that can
be listed in order is a candidate for this
game.
Before you play it, you (or someone)
needs to type in the lists of sequential
items. Where do you get the lists? TVy an
almanac— they l^ve tons of fists in them.
Encyclopedias and dictionaries are an-
other good source of sequential informa-
tion.
The program has a built-in editor which
si\Q/wa you to double-check spellings and
order before saving them to disk. A couple
of limitations are in order. First, each item
can have no more than 12 characters.
Thus, if you're typing in the books of the
Bible, youll ne«l to invent an abbrevia-
tion for "n Thessalonians" (16 characters),
TVy something like "11 Thessalns."
The second limit is that you are only al-
lowed 75 itema in a list. Actually, you will
seldom want a list near that long, as it's
COMMODORE MAGAZINE 85
128 Mode/Sequencer
too frustrating to go through. In the case
of lists of over 50 or so, you might want to
type in two separate lists. After having
played the game, I've come to feel that
lists under ten items are too easy and lists
over 40 items start getting too diificult. Of
course, if the list has only seven or eight
items in it (like the planets of our solar
system), then so be it. The program allows
for 75 separate lists. You can add them
anytime you run the prognun.
If this program looks long enough for
you to dismiss as un-type-in-able, I apolo-
gize. I would have made it even longer (to
add more convenience), but 23 blocks is
about maximum for a magazine to pub-
lish. You can always purchase the Load-
star disk which has the program (and the
other programs in this iss\ie) on it already.
However, 1 encoui'age you to get it some-
how, especially if you are a parent.
As always, when entering the program,
use the Magazine Entry Program at the
I back of this issue to ensure you have no
errors. And please, save this one before
you run it for the first time. It contains a
machine-language interrupt routine
which can lock your computer up if you
don't have all your data typed in right. If
it's saved and you lock up, you can always
reset the computer, reload the program
and debug.
Sprite Text-ure
Programmers may want to know how
the program does its text scroll. The tech-
nique is rather complicated, hut here's a
brief explanation.
I The scrolling text you see is nothing
more than foiu- sprites side by side. The
vertical expand feature was enabled to
make the letters taller The tex-t is stored
in a very strange, but simple, manner—
on the graphic screen, lb see this, after se-
lecting the file you want, break the pro-
gram by pressing RUN/STOF-RESTX)RE.
! Then type GRAPHIC 1 and press RE-
TURN. What you'll see is the list of times
printed vertically on the graphic screen
with a space between each letter
By placing the text on the graphics
screen, it's easy to steal the graphic
makeup of each character. A machine-
language routine is constantly (eveiy 1/60
of a second) moving through this list and
cop}'ing the data into the sprite memory
locations. The result is a smoothly-scroll-
ing text list that would have been very dif-
ficult to achieve without using sprites.
Sprites arc the reason, by the way, that
there is a 12-chardcter limit on items be-
cause each sprite only allows for 24 pixels,
the equivalent of three characters.
Okay, back to the important stuff: who
was first, Jackson or Cleveland? Andrew
Jackson was our seventh President, Gro-
ver Cleveland our twenty-second. And
twenty-fourth. That's right, he was ousted
between teiTns. I wouldn't have remem-
bered that if I hadn't played Sequencer.
How about you? g
Befort^ typing ihi^ pru^rim. rciid "I low It) haiv^ I'i'ograins" and "Mow to Dsc [he Magazine
Enrry PriiKrani." Tilt HASK', prosfims in thiv fii,i|4Jilne Sfi- iviiihhli- on disk [rum l.uadsiar.
P.O. [lim 3(11)()8, .Slircvtpntt. U ■'ll;l(MHlir. I .Hill). KM. 2694.
Sequencer 128
10 GRAPHIC 0,1. -KEY 8,""'CGCA
20 DIM Fl$(80) ,PF$ (80) ,R1(80) ,RR(80) ,
F2$ (80) 'BMYF
30 LC$=CHR$ (14) :E$=CHRS (27) 'EOIE
40 P1=3313:P2=3 314:P3=256:P4=8206'EBEI
50 FOR T=l TO 40:Z$=Z$+CHR$ (0)
:DA$=DA$+" : " :SS$=SS$+" " iNEXT'LCTO
60 SPS=LEFT$(SS$,12) : FSS=LEFT$ (SS$ , 20 )
:Z$=Z$+Z$'GFVN
70 LE$="ABCDEFGHIJKLMNOPQRSTUVWXyz
[SHFT A,SHFT B,SHFT C,SHFT D,
SHFT E,SHFT F,SHFT G,SHFT H,SHFT I,
SHFT J, SHFT K,SHFT L,SHFT M,SHFT N,
SHFT 0,SHFT P,SHFT Q,SHFT R,SHFT S,
SHFT T,SHFT U,SHFT V,SHPT W,SHFT X,
SHFT Y,SHFT Z] -1234567890 "-t-CHR$
(20)+CHR$ (13)+CHR$ (27) :CH$ (1)=" "
:CH$(2)=" "'JEXV
80 FOR T=0 TO 250: READ A$
jPOKE 3059+T,DEC(A$) :NEXT'IUNN
90 FOR T=0 TO 157:READ A$
:POKE 3328+T,DEC{A$) jNEXT'IUSO
100 FOR T=0 TO 15:READ A:POKE 3312+T,A
rNEXT'HPGC
110 COLOR 0,1:COLOR 4,12'ClMy
130 DO'BAJX
140 B${1)="1-[SHFT ClREATE FILE"
:B$ (2) = "2-[SHFT PjLAY GAME"
iGOSUB 190'DPHL
A=VAL(A$) 'EIQE
1480,270 'CJPD
150
160
170
190
200
GET KEY A$i
ON A GOSUB
LOOP'BAKC
COLOR 5,15:
" 'CFIH
FOR T=l TO
PRINT" [H0ME2, CLEAR]
4:CHAR,8,T,LEFT$ (DA$,
24) ,1:NEXT'GUNE
210 COLOR 5,16'BEYX
220 FOR T=l TO 2 :X$=B$ (T) ' ELBD
230 G=22-LEN(X$) ;CHAR,9,T+1,
LC$+LEFT$ (LEFTS (SP$ ,G/2 ) +X$+SP$ ,
22) 'LKIO
240 NEXT'BAEA
250 RETURN 'BAQB
270 TT=0 'BDME
280 D0PEN|2,"SEQFILES"'BE0H
290 INPUT#2,A$:FF${TT)=HID$(A$,4> ' DSMK
300 IF ST=0 THEN TT=TT+1 :GOTO 290'GMUD
310 DOLOSE 'BBNY
330 COLOR S,6:GRAPHIC 0,1'CHJD
340 CHAR 1,4,0, "[SHFT C]
URSOR TO FILE AND PRESS [SHFT R,
SHFT E,SHFT T.SHFT U,SHFT R,
SHFT N] " 'BGUP
350 FOR T=2 TO 23 : CHAR , 13 , T , " [SPACE14 ]
" 1 : MEXT ' FOPJ
360 WINDOW 14,3,25,22,1'BNQG
370 PRINT E$"M"; "BDNF
380 FOR T=0 TO 19 : CHAR , ,T , FF$ (T)
:NEXT'FRWL
390 CHAR,0,0,FF$ (0) ,1:C=0:D=0
:TS=0 'EXLN
400 DO'BAJX
410 GET KEY A$'CCEA
420 IF A$=" [UP] "THEN C=C-1
:IF C<0 THEN C=0 ' JKPI
430 IF A$=" [DOWN] "THEN C=C+1
:IF OTT THEN C=TT:GOTO 470'KQLL
440 IF A$=CHR$ (13)THEN EXIT'FGCG
450 IF OTS+19 THEN PRINT E$"V"
jTS=TS+1 'HNDL
460 IF C<TS THEN PRINT ES"W"
:TS=TS-1 'GLML
470 CHAR,0,D-TS,FF$ (D) : CHAR , ,C-TS ,
FF$ (C) ,1 'EEOO
480 D=C'BCGH
86 MARCH 1989
128 Mode/Sequencer
490 LOOP'BAKH
510 FILE$=FF$ (C) 'BLHD
520 D0PEN#2,"SQ."+ (FI$) :N=1'DMVG
530 INPUT»2,F1$ (N) 'BICE
540 IF ST=0 THEN N=N4-1:G0T0 530'GKMJ
550 DCLOSE'BBNF
560 HL=8192+N*8:POKE 3319, HL AND 255
:POKE 3320,HL/256'HFSQ
580 B${1)=" [SPACE3] 1 OR 2 [SHFT P]
LAYERS? [SPACE4] ":B$(2)=FS$
:GOSUB 190'DSMR
590 GET KEY A$ :NP=VAL (A$ )
:IF NP02 THEN NP = 1'JQLS
610 FAST:FOR T=l TO N:RR(T)=T
:NEXT'GNAI
620 Z=M:FOR T=l TO N ' EGLG
630 R=INT (RND(l) *Z+1) ' FIOI
640 Rl [T)=RR(R) ' BKHH
650 FOR I=R TO Z : RR {I ) =RR (I + l )
sNEXT'GQCM
660 Z=Z"1:NEXT'DEDI
680 GRAPHIC 1,1'BDHJ
690 FOR T=l TO N+3:Tl=T-3
:IF TKl THEN T1=N+TI'LSDU
700 T2=T-1:T3=0:IF T2>40 THEN T2=T2~40
:T3=1'JXFM
710 FOR 1=0 TO 11:CHAR,T2,I*2+T3,
LC$+MID$(F1${R1 (Tl) ) ,1+1,1)
INEXT'KLIQ
720 NEXT:GRAPHIC O'CCBE
740 SLOWiCOLOR 5,i5:COLOR 4,7
rPRINT E$"M[H0ME2] "
:GRAPHIC 0,1'FRZN
750 FOR T=0 TO 5 iCHAR , ,T, SS$ , 1
:NEXT'FPXM
760 CHAR,0,6," [SPACE3,CMDR yi4,SPACE6,
CHDR Y14,SPACE3] " ,1 'BHXF
770 COLOR 5,7:CHAR,0,7,SS$,1'COUM
780 WS$=" [BLUE,SPACE10,GRAY3,SPACE20,
BLUE,SPACE10] " ' BDOQ
790 COLOR 5,15:FOR T=8 TO 23
: CHAR, 0,T,WS$,1: NEXT 'GVJS
800 FOR T=0 TO 1 :CHAR,T*30 , 7 , "
[SHFT P]LAYER"+STR$ (T+1) ,1 'IREN
810 FOR J=l TO 5:CaAR,T*20+3,J,
LEFT$ (SS$,14) :NEXT' IVVM
8 20 CHAR,3+T*20,3,"> [SPACE12]<" 'DIJJ
830 NEXT'BAEF
840 IF MP=1 THEN CHAR, ,9 , " [CYAN ,
SHFT P]USH RIGHT", 1
:CHAR,0,10," FOR [SHFT H,SHFT E,
SHFT L,SHFT P] ",1'FTFV
850 COLOR 5,7:CHAR,0,24,SS$,1
:CHAR,17,24," [SHFT T]OTALS" ,1 ' DAAR
860 CHAR, 13,0, LC$+" [SHFT F]
IRE WHEN READY ",1'CLAQ
870 IF J0Y(1)<128 AND JOY{2)<12a THEN
870 'HPPQ
890 COLOR 5,15:CHAR,0,0,SS$,1
sCHAR,2 0-INT(LEN(FI$)/2) ,0,FI$,
I'HKFX
900 FOR T=l TO 8:SPRSAV ZS ,T: NEXT ' FKFI
910 Y(1)=0:Y(2)=0:H=N:CC=1:TS=1
:H=0'GAHO
920 0F=1:G0SUB 1220'CIEI
930 TI$="000000":POKE 3071 ,NP-1 ' DMSL
940 SYS DEC("0C2B") :POKE 248,
PEEK(248)OR 64 ' FORO
950 DO:F0R P=l TO 2:J=J0Y(P)
:PV=(P-13*3'JRQT
970 COLOR 5,7:CHAR,18,7,MID$ (TI$,4,
l)+":"+RIGHT$(TI$,2) ,1'GDWU
980 IF J=128 THEN GOSUB 1250'EIEP
990 IF NP=1 AND J=3 THEN POKE 3327,4
:H=l:PV=3:P=2:GOSUB 1250
:POKE 3327,2'LIXB
1000 IF CON-1 THEN EXIT'FECW
1010 NEXT: LOOP 'CBRU
1030 GOSUB 1370:POKE 208,0'CKFY
1040 aF=0:GOSUB 1220'CIDA
1050 CHAR,2,3," [L. RED, SPACE4 , SHFT Ul
SE JOYSTICK TO SCROLL LIST
[SPACE4] ",1 'BHWJ
1060 CHAR, 2, 4," [SHFT P] RESS [SHFT Y]
TO REPEAT, [SHFT S]
FOR NEW LIST " ,1'BHHL
1070 WINDOW 10,8,29,23:PRINT'CMPD
1080 DO:J=JOY (1) :IF J=0 THEN
J=JOY (2) 'IMMJ
1090 IF J=l THEN BEGIN:IF TS=1 THEN
1180'HLCJ
1100 TS=TS-1'CFTV
1110 CHAR,0,0,E$+"W[GRAY3] "+F2$ (TS) ,
1 'DQBB
1120 BEND'BBXW
1130 IF J=5 THEN BEGIN: IP TS+14>N
THEN 1180'INYF
1140 TS=TS+1'CFSA
1150 CHAR,0,15,E$+"V"+F2$ {TS+15) ,
1 'ETPG
1160 BEND'BBXB
1170 GET Y$:IF Y$="S"OR Y$="Y"THEN
SYS 3473:EXIT' IMTJ
1180 LOOP'BAKC
1190 POKE 208,0: IF Y$="Y"THEN 560'ELDI
1200 RETURN 'BAQU
1220 FOR T=l TO 4:M0VSPR T,T*24+32,58
:MOVSPR T+4,T*24+192,58
:SPRITE T, OF, 5,0,0,1
: SPRITE T+4 , OF, 11, 0,0,1: NEXT ' OKBT
1230 RETURN'BAQX
1250 X=INT ( ( (PEEK (P2+PV) *P3 ) +PEEK
(Pl+PV)-P4)/8)+l:IF X<1 THEN
X=X+M'QGRS
1260 IF H THEN BEGINiIF R1(X)<>CC
THEN 1250 'HORI
1270 H=0:POKE 3325 , 100 ' CLHF
1280 BEND'BBXE
1290 IP R1(X)=CC THEN BEGIN'EIVI
1300 SOUND 1,5000*P,2:GOSUB 1370'DOGA
1310 FOR T=X TO M : Rl (T) =R1 (T+1 )
:NEXT'GQME
1320 M=M-1:SYS 3328 , M, X+2 ' ENSD
1330 HL=8192+M*8:P0KE 3319, HL AND 255
:POKE 3320,HL/256'HFRK
1340 BEND'BBXB
1350 RETURN 'BAQ8
1370 WINDOW 10,8,29,23:PRINT'CMPG
1380 CHS (P)=" [SHFT @] " :CC$=RIGHT$
COMMODORE MAGAZINE 87
128 Mode /Sequencer-
1390
1400
1410
1420
1430
1440
1450
1460
1480
1490
1500
1510
1520
1530
1540
1560
1570
1580
1590
1600
1620
1630
1640
1650
1660
1670
1680
1690
1710
1720
1730
1740
1750
1760
1780
1790
1800
1810
1820
1830
1840
(SS$+STR$(CC) ,2) 'FVRM
F$=LEFTS {Fl$ (CC)+SS$,13) ' DROK
F2$(CC)=" "+CH${1)
+CC$+"-"+FS+CH$ (2)+" "
:CH$(P)=" "'IGWJ
IF CC-TS>15 THEN TS=TS+1
:PRINT E$"V"'HORG
CHAR,0,CC-TS," [GRAy3] "+F2$ (CC) ,
I'DREF
PRINT"[H0ME2] "'BAPA
Y (P)=y (P)+l :CC=CC+1 'EPIH
CHAR, (P-D* 16 + 1 0,24, "[BLUE]
"+STR$ (Y(P) ) ,1'GVDK
RETURN 'BAQD
B$ (1) = " [SPACE3,SHFT B]
EGIN TYPING LIST [SPACE2] "
:B$(2)=" [SHFT PlRESS [SHFT E]
SCAPE TO EXIT ":GOSUB 190'DPJW
N=l 'BCXH
DO:GOSUB 1780'CPEA
IF P066 THEN EXIT'FDMD
F1${N)=F5:N=N+1:IF N=76 THEN
EXIT'HQBI
LOOP'BAKB
TN=N;IF F1${N)=""THEN TN=N-1'G0TJ
B$<1)='' [SHFT E]DIT WITH DELETE
KEY ":B$(2)=" [SHFT R,SHFT E,
SHFT T,SHFT U,SHFT R,SHFT U]
FOR NEXT ITEM ":GOSUB 190'DPDX
N=l 'BCXG
F$=F1$(N) :BX$=LEFT$ (F$+SP$,12)
:C=LEN(F$)+1'HELR
Q$=" . " iGOSUB 1790 :Q$ = "" 'DKDL
IF N<TN AND P=66 THEN F1$(N)=PS
:N=N+1:GOTO 1580 'JXJK
CHAR, 13, 8," [SHFT T]
YPE FILE NAME"'BGDH
C=l :F$="" :BX$=SP$ 'DMLG
GOSUB 1820'BEME
D0PEN#2,"SQ."+{F$) ,W'CKWI
FOR T=l TO TN'DEDH
PRINTS 2, CHR$ (34)F1${T)
:F1$ (T)=""'DTYL
NEXT'BAEH
DCLOSE'BBNJ
TT=0:APPENDI2,"SEQFILES'"CIFG
IF DS>0 THEN DCLEAR
:D0PEN#2,"SEQFILES",W'FLFK
PRINT#2,CHR$(34)"SQ."F$'CIEG
DCLOSE'BBNF
FOR T=8 TO 11:CHAR,10,T,FS$
iNEXT'FPTL
RETURN 'BAQG
COLOR 5,6'BDAJ
FOR T=l TO 3:CHAR,13,8+T,
LEFTS (DA$,14) ,1:NEXT'HWAS
IF Q$=""THEN C=1:F$=""
:BX$=SP$'GOTI
COLOR 5,8:CHAR,16,8,"[SHFT I]TEM
[SPACE2] #"+MID5 (STR$ (N) ,2)+"
[SPACE2i " 'GRRM
COLOR 5,6:CHAR,14,10,BX$'COJH
DO'BAJE
GET KEY A$:P=INSTR(LE$,A$)
:IF P=0 THEN 1840 'HTRO
1850 IF P==65 THEN BEGIN:C=C-1
:IF C<1 THEN C=1'KNMP
1860 F5=LEFT$(F$,C-1) :CHAR,13+C,10," "
:GOTO 1920'GXHP
1870 BEND'BBXJ
1880 IF P=66 AND F$=""THEN 1920'FJEO
1890 IF P>65 THEN EXIT ' EDNN
1900 F$=F$+A$:CHAR,13+C,10,A$'ERXI
1910 C=C+1:IF 012 THEN C=12'GKUJ
1920 LOOP'BAKS
1930 RETURN'BAQF
1950 DATA AD,FF,B,D0,3,A9,lr6O,AD,,DC,
60, 'BGQO
1960 DATA A2, ,86,FE,A0, ,B1,FB,9D,C0,F,
E8,E8,E8,C8,E0'BROR
1970 DATA 40,90,F3,18,A5,FB,69,80,85,
FB ,A5 , FC , 59 , 2, 85 , FC BVMT
1980 DATA E6,FE,A5,FE,E0,3,D0,DC,60,
EA,EA,78,A9,3D,8D,14 'BVQU
1990 DATA 3,A9,C,8D,15,3,A9,2,8D,F6,C,
58, 50, A2, 3, 20 'BQVT
2000 DATA F3,B,CE,F6,C,D0,B,AD,FF,C,
8D,F6,C,A2,0,AD'BgiD
2010 DATA 1,DC,29,F,49,F,9D,F0,C,DE,
FA,C,DO,6 0,BD,FB'BRNE
2020 DATA C, 9D , FA,C , EA,BD, FO ,C , F0,54 ,
C9, 1,00,24, 38, BD'BSNF
2030 DATA Fl ,C , E9 , 1 , 9D , Fl ,C , BO , 3 ,DE ,
F2,C,BD,F2,C,C9'BQRG
2040 DATA 20 ,B0 ,C , AD , F7 ,C, 9D, Fl ,C, AD,
F8,C,9D,F2,C,4C'BRIH
2050 DATA AB , C, 18 , FE, Fl , C , DO , 3 , FE , F2 ,
C,BD,F2,C,CD,F8 'BROI
2060 DATA C, 90 , 8 ,BD, Fl ,C,CD ,F7 ,C, BO ,
15,BD,F9,C,8D,A'BQUJ
2070 DATA C , BD, PI ,C, 85 , FB , BD, F2,C,85 ,
FC,20,CE,C,4C,65'BSMK
2080 DATA FA, A9 , , 9D, Fl ,C,A9 , 20 , 9D,F2 ,
C,4C,AB,C,A9, 'BPAL
2090 DATA 8D, 9 ,C , 20 , , C, A9 , 40 ,8D,9 ,C,
20,,C,A9,80'BMRL
2100 DATA 8D,9,C,20,,C,A9,C0,8D,9,C,
4C, ,C'BGAB
2120 DATA 78,85,4F,85,4D,8A,A8,A9,C,
85,4E,2 0,5D,D,20,66'BUMG
2130 DATA D, 20, 75, D, 18, 69, 8, 85, FD, 90,
2,E6,FE,20,7E,D'BREH
2140 DATA 20,88,D,E8,EO,50,DO,EC,A4,
4D,A6,4D,C6,4E,D0,DE'BVYJ
2150 DATA EA,A2,C,20,5D,D,A4,4F,20,66,
D,20,75,D,20,5D'BSUJ
2160 DATA D,AO,17,20,80,D,AO,50,20,66,
D,1B,A5,FD,69,80'BTFK
2170 DATA 85,FD,A5,FE,69,2,S5,FE,CA,
D0,E6,58,60,A9,,85'BTML
2180 DATA FB,A9,20,85,FC,60,18,A5,FB,
59,8,8 5,FB,9 0,2,E6'BUOM
2190 DATA FC,88,D0,F2,60,A5,FC,85,FE,
A5,FB,85,FD,60,A0,7' BVQO
2200 DATA Bl , FD, 91 , FB , 88 , 10 , F9 , 60 ,A5 ,
FE , 8 5 , FC , A5 , FD , 85 , FB ' BWRG
2210 DATA 60,78,A9,65,8D,14,3,A9,FA,
8D,15,3,58,60'BORF
2230 DATA 1 , , 32 , 2 , , 32 , , , , 14 , 1 , 1 , 1 5 , 1 ,
1,2'BFFF ,|mB,
88 MARCH 1989
AMIGA UPDATE"
Professional
Genlocks for
the Amiga
The Amiga has rapidly become an ac-
cepted alternative to expensive char-
acter generators, animation systems and
paint systems in professional \ideo appli-
cations. Its powerful graphics co-proces-
sors, wealth of software and ease of use
have given it a strong price/performance
edge over dedicated video products. Large
numbers of industrial, corporate and cable
video producers have purchased Amigas
for use in a video production environment.
One key to the Amiga's usefulness in a
video environment is the ease with which
it produces real video, Mtst computer sys-
tems' output cannot be easily converted to
true "broadcast-quality" video, nor can
their output be genlocked to the rest of the
video sources in a production environ-
ment.
Amiga genlocks actually perform sever-
al fimctions. First, they convert the RGB
output from the Amiga into composite
video. This process is known as encoding
to NTSC. The "broadcast" standard for
NTSC is known as RS-170A, a comphcat-
ed set of specifications to which a video
signal must adhere. These specifications
include sync and black burst, subcanier
to horizontal phase (SC-H), color framing,
setup level, gain and other critical ele-
ments.
Secondly, they lock the timing of the en-
coded Amiga-generated video to that of an
external video signal. This is what the
video industry calls "genlocking," It is es-
sential if you are going to mix or edit two
or more video sources together. If you cut
or fade from one video source to another
that are not genlocked together, the image
will jump or roll during the cut or fade.
Generally every video source in a produc-
tion environment is genlocked to a master
sync generator (house s>'nc).
Thirdly, they allow you to overlay your
Amiga-generated graphics on top of an in-
coming video image. At the simplest level
this is done by replacing the Amiga's color
image with the incoming video signal,
but some more sophisticated hardware al-
lows other options. Some systems offer
shder controls or switehes to vary the
bf Matthew Leeds
amount of overlay or the timing of a con-
trolled fade-in or fade-out of the mix.
Some also allow software control of these
features.
Fve had the opportunity to test and use
three high-end Amiga-specific genlocks:
SuperGen, Magni 4004 and GEN/ONE.
Each was connected to a vector scope and
waveform monitor (test equipment for
measuring compliant to NTSC stan-
dards and quality of video signals) for
quantitative testing, and each was also
connected to a videotape recorder for
qualitative testing (I looked at the result-
ing tape for color fringing, rainbowing and
other artifacts).
Below is a table of information on the
three genlocks. It is by no means complete
in the sense of covering every aspect you
should consider in evaluating a genlock,
but it does give you some quick data on
each genlock.
Mwl
SupaGen
fiEN.ONE
O^-erlay output
1
2
2
Key OQtput
1
1
1
EGEpasEthiu
Y
Y
Y
Reveiselrey
Y
Y
Y
Loop \idB)
K
Y
Y
YC input
N
N
N
y.C output
N
N
Y
Rawer supply
Amiga
Amiga
EntCTTUll
Adjust timing
N'otcdsy
Void
Warranty
E^y
Software control
Y
Y
N
Fade controls
OpMm]
Y
N
LuimnaniE fiide
Y
Y
.M
Blanking select
Y
Y
Y
CPIrontioI
Y
N'
N
A short explanation of some of the
items in the table may help. The overlay
output is the combined Amiga/external
video output. The key output is a signal
used by a switcher to mix to other video
signals (think of it as a stencil generated
by the Amiga). The RGB passthru allows
the use of a standard RGB monitor while
the genlock is in use. A reverse key essen-
tially allows the external video to show
through everj'where except color 0. Loop
\ideo passes the exlemal %ideo without
adding the Amiga's graphics. Y/C input
and output are used in S-VHS and ED-
BETA applications. Adjust timing indi-
cates how easy it is for a video engineer to
gain access to the "fine tune" controls.
Software and fade (hardware) controls let
you control the mix of external video and
Amiga graphics. Luminance fade lets you
control the mix via the relative brightness
of the Amiga's image instead of using col-
or 0. Blanking select lets you chose be-
tween using the Amiga's video timing and
genlocking to an external video source.
GPI controls are used in professional video
production to trigger an event (i.e., a fade
or cut).
SuperGen
Manufacturer: Digital Creations
2865 Sunrise Blvd.
Suite 103
Rancho Cordova,
CA 95670
Price: S749.00
The SuperGen fit}m Digital Creations
was the first professional genlock on the
market specifically for the Amiga. It is a
solid-looking unit, with BNC connectors
on the back and slider and switeh controls
on top. Installation is simple. A cable con-
nects to the RGB port on the Amiga, your
Amiga monitor connects to the RGB
passthru connector, and the video input
and output cables connect to the BNC con-
nectors at the back of the SuperGen.
Although connecting the SuperGen is
easy I was dismayed to discover that the
cable connecting the Super(3en to the
Amiga was permanently connected to the
SuperCJen. This meant I could not install
COMMODORE MAGAZINE 89
Professional Genlocks for the Amiga
a longer cable should I desire (and I did,
since the one provided was far too short for
my liking) or should it l)ecome defective.
Further, the plug on the end of the cable
was a butchered 25-pin connector (one end
had been ground down to fit the 23-pin
RGB port on the Amiga), It w;is far too
easy to misinsert the plug and damage ei-
ther the Amiga or SuperGen. This ap-
peared to be cost cutting at the expense of
the user.
Once connected, the SuperGen per-
formed well. It passed the vector scope and
waveform monitor tests well within speci-
fication limits. It did appear to need minor
adjustment to its gain level, but this is
normal for \'ideo equipment that must be
matched to existing levels in a production
studio. However, thi.s presented a problem,
lb gaio access to the gain a4justment, you
must bi^eak a seal on the underside of the
SuperGen, voiding your warranty. I can
understand this restriction on strictly con-
sumer equipment, as the average consum-
er would not have access to the needed
test equipment, but every professional
would not only have access, but is likely to
need to perform this type of adjustment.
On the quahtative tests the SuperGen
also did well. It does a good job of encoding
the Amiga's graphics to composite, with a
minimal amount of color fringing and
ringing. The notch filter provided is useful
for reducing these types of artifacts, but
should not be used if line detiiil is present
in the Amiga's graphics.
The SuperGen was the only unit that
had controlling soilware available for use
at the time this article was vmtten. Two
programs are offered: one lets you control
fades via a joystick, and the other lets you
assign fades and cuts to the ten (unction
keys. The software worked verj' well, I was
easily able to set up my function keys to
initiate adjustable-length fades and in-
stant cuts. Digital Creations has made the
core of this software available to other de-
velopers, and several Amiga video appli-
cations now offer direct control over the
SuperGen,
I did find one glitch in the software. The
fimction key software installs an input
handler that looks for the Left-ANQGA'
ESCAPE combination, Tliis combination
is used by other progranis (PopCLJ,
Mackie), and if these pixigrams are run-
ning a conflict is created, I would have
liked to have had the option of assigning
another hot-key combination to the
SuperGen software (perhaps as a TbolType
in the icon).
The SuperGen offers several advan-
tages. It is the least expensive of the three
genlocks. It can be used on all three Ami-
gas (although on a 500 with other peri-
pherals I would consider a beefed up pow-
er supply). It is supported through soft-
waiv by several other appliaitions, and
has good software control of it-s functions.
It is very forgiving of the quality of the ex-
ternal \'ideo it genlocks to, allowing the
use of consumer quality VCR's,
Mum 4()M
Manufacturer: Magni Systems
9500 SW Gemini Dr.
Beaverton, OR 97005
Price: S1695,00
Magni Systems' Magni 4004 is a tw'o-
board set that installs in an Amiga 2000.
One board installs in one of the IBM ex-
pansion slots and the other installs in the
video expansion slot next to the power
supply, 'fhese two boards are connected
via two ribbon cables inside the 2000, The
boai'd that installs on the IBM side has an
external DB9 connector This is connected
to a provided cable with four BNC connec-
tors. The video expansion card has a 23-
pin connector that accepts a standard
Amiga monitor cable and pas.ses the RGB
signals. This card also has a 25-pin con-
nector that is used to connect an external
control box (more on that later).
The IBM board installed easily, not so
the video expansion card. It required a
great deal of force to seat in the edge con-
nectors, and would not align correctly
with the screw holes on the chassis. As a
result I could not securely fasten the
boanl in place. However, given the
amount offeree it took to seat it, it showed
no inclination to move around, I trans-
ported my 2000 with this hoard installed
several times, and it never became un-
seated. Other boards installed in this slot
did not requii-e extreme measures during
installation, so I must assimie that the
Magni board was slightly out of tolerance.
This did not affect its operation in any
way.
The Magni paased the quantitative
tests with (lying colors. It was only mar-
ginally out of adjustment for gain. To gain
access to the adjustment controls you
must open up the Amiga, but since this
should only occur once, it is not a major
concern, I would have preferred to have
seen these controls accessible without
opening the Amiga, I did discover that the
Magni is a little more finicky than other
genlocks regarding the quality of the ex-
ternal video you feed it. It would not lock
up to an older VMS VCR that I tested it
with, although it %vorked fine with several
other ransumer decks I tested. Given that
the Magni is designed for professional use,
I would expect you would rarely feed it
this type of low-quality signal.
Tlie qualitative test showed that the
Magni puts out a rock-solid image. Fring-
ing and dot crawl were at a minimum, and
even fine detail held well. If price is no ob-
ject, the Magni comes out on top here.
The Magni accepts either an external
video or burst signal to genlock Uie Ami-
ga's graphics. The output can l)e either an
overiayed mix or downstream key or
straight Amiga graphics. It will also gen-
erate internal sync and provide burst out-
put to act as master sync.
The optional exiemal control box pro-
vides a remarkable variety of functions.
You can control fades (and their rates)
from full video to overlays, you can set ei-
ther normal or reverse keys, select color
or luminance keys, set the luminance lev-
el of the key, instantly cut to video only or
overlays, and instantly turn keying off.
The control box is connected with a gener-
ous nine-foot cable (a standard DB25 to
Centronics printer cable).
These same features are also accessible
via General Purpose Interface (GPI) con-
trol. This is a standard interface protocol
used in the video industry. Magni has also
announced software that vnW ofTer these
same functions controlled directly by the
Amiga. The software was not available
during my testing, lEdttor'n ytttv: Mag-
ni's SofitiXin; Control will be a skindanl
feature instituted on all 4004'i; shipped
after November 1988. Current users can
upgrade by contacting Magni.}
The Magni is the performance leader
among high-quality genlocks for the
Amiga. Magni Sy&lems has been design-
ing and manufacturing video hardware
for the broadcast market for years. The
Magni 4004 with external rantroller offers
the maximum amount of flexibihty in
mixing the Amiga's output with external
video. Now that software control is avail-
able, it is possible that third party devel-
opers will also support the Magni in their
applications,
GEN/ONE
Manufacturer: Communications
Specialties Inc,
6090 Jericho TVimpike
Commack, NY 11725
Price: .$895,00
The GEN/ONE fix)m Communiciitions
Specialties is a newcomer to the Amiga
community. It is a stand-alone unit that
can be connected to any Amiga. It has its
Conlinued on page 93
90 MARCH 1989
AMIGA UPDATE'
by Graham Kinsey
Amiga PubKc
Domain
This month's column features a huge
attraction. Does the title Star Trek in-
terest you? Well, if it does you won't want
to miss my review of an incredible game
at the end of this month's column! Other
highlights this montli include a terminal
program with an outstanding implemen-
tation of Zmodem, and the first BADGE
Killer Demo Contest entry for 1988 1« ap-
pear in the Amiga PD arena.
For each program, the author is given
when known, along with the AmigaZone
download file numbers for programs ob-
tained from PeopleLink. (If no file number
appears, it may still be on PeopleLink, but
I obtained it somewhere else.) When a
public domain program ha-s been classi-
fied as shareware, this i.s also mentioned
with the sugg^ted amount.
Due to the large size of animation files
being released for the Amiga, I have de-
cided to assume that the normal size of an
Amiga animation is om megabyte. Unless
I specify othervWse, all animations re-
viewed here require one megabyte to nm.
512K Amiga owners should keep this in
mind.
AZComm: by SS Patel (AmigaZone file
#13942)
Yet another lacked version of DJ
James' well-known terminal program,
Communicator version 1.34. AZComm is
similar to ProtoComm (reviewed in the
November '88 installment of this column);
the only significant addition in AZComm
is the Zmodem protocol. However
AZComm differs in two areas. First and
most importantly, AZComm's variant of
Zmodem is both highly robust and effi-
cient The author vrmte this pragram be-
cause there was no Amiga terminal pro
gram that could handle Zmodem transfere
eflBciently at 9600 baud and above. If you
are lucky enough to have a 9600 baud
(or possibly even a 19,200 baud modem),
AZComm is the terminal program you
want to have for transferring files.
AZComm's Zmodem is also very good at
handling line noise. When attempting to
transfer files with a fiiend of mine, only
AZComm had a Zmodem protocol that
could handle the line noise (Online! v2.01,
ProtoComm and RZ'SZ (for use with
Access/ vl.42) could not handle the line
noise).
It is wort.h mentioning that unlike
ProtoComm, AZComm does not disable
the protocols contained in the source code
of Communiaitor vl.34. This meims that
you can use Xmodem-CRC or WXModem
vrith AZComm if you must.
Conman version l.'i: by Bill Hawes
(AmigaZone file #14027)
Version 1.3 of Bill's great CLI improve-
ment program Conman (last discussed in
the November '88 installment of ibis col-
umn) includes improvements to a fix to
the FL'F2 keys so that rapid shrinking
and zooming of the Conman window won't
crash the Amiga. Also, two new handlers,
CND: and CNX:, have been added that
give invisible type-ahead input and Con-
man abilitias to any Exec device respec-
tively. Now that 1.3 is out and eveiybody
can use Commodore's AmigaShell, let me
emphasize that fi^m the console point of
view, Conman is superior to AmigaShell.
For example, I find Conman's ability to
shrink the window indispensable!
FViends; by Michael Warner
(AmigaZone file #13978)
A simple graphics display hack for
"lonely" mouse pointers. You can vary the
speed and "randomness" of these friends
via run-time parameters.
PcPatch: by Werner Guenther
(AmigaZone file #13973)
If you own an MS-DOS compatible with
a 3.5-inch drive (or have access to one),
this utility will basically allows you to
copy MS-DOS files on your Amiga with-
out having to bother with a 5,25-inch
drive or 5.25-inch floppies. PcPatch will
patch the PCCopy and PCFormat utilities
on the 1.2 Extras so that these utilities
will read, write and format 360K 3.5-inch
floppies. Although this particular format
' is seldom used on an MS-DOS machine,
all MS-DOS 3.5-inch drives can read/write
fit)m/to these disk.s (although not all may
be able to format 360K 3.5-inch floppies).
Please note that since this program is
a binar>' patch program, it may not work
on the 1.3 versions of PCCopy and
PCFormat.
ShowANIM version 5.3: by Garj' Bonham
(AmigaZone file #13661)
Vereion 5.3 of the familiar ANIM play-
er ShowANIM (which to my amazement
Fve never actually reviewed by itself be-
fore, although I've talked about it many
times when revievring other programs).
This major update to ShowANIM includes
new features like PAL support and tluiee
levels of overecan support^-none, medium
(352/704 X 220/440) and severe (384/768
X 240/480).
Other new features include variable
playback speed (Either from the key-
board's ftmction keys or from the com-
mand line) and color cycling support. The
other major improvement is that now
icons are supported. You can now create
an icon by which an ANIM format anima-
tion can be run fiiom the Workbench!
However, unlike Display (reviewed in
the December '88 installment of this col-
umn), you have to create the icon first.
While ShowANIM's icon support may be
favored by those who create commercial or
PD disks, new Amiga users would be wise
to use Display instead, since additional
work is necessary in order to run an
ANIM format animation fix)m the Work-
bench.
NotBoinK.Again: by Dr. Gandalf
(AmigaZone file #14144)
This is the first entry of those submitted
for the First BADGE Killer Demo Contest
to appear in the Amiga PD community.
NotBoingAgain is a hilarious animation
which reminds you not to bore your
COMMODORE MAGAZINE 91
Amiga Update/Amiga PiiWic Domain
Airdga by running old animations
over and over again! The frames for
NotBoingAgain were created with Sculpt-
3D and then assembled into an animation
with Movie. Sounds that were created
with Perf'ectSaund were added to the ani-
mation for the finishing touch.
Showiz: by J.L. White {AmigaZone
file #12844; Shareware: SIO)
A poweI^ul IFF ILBM picture/ASCn
text display program. The program can
work from Workbench, but using it fbm
CLI is the way to access all its features.
Showiz will display any ASCII text file (so
long as you have first added asterisks and
a header line required by the program),
using up to three colors— one for the text
itself, one for the background color and
one for a shadow color
However, the best part of this program
is how it displays IFF pictures. Although
it does claim to handle all types of IFF pic-
tures, including HAM and overscan, what
makes Showiz unique are all the wipes
available. With Showiz you have 23 differ-
ent wipes to choose from (and as the au-
thor states in the docs, that works out to
only IK of code per wipe). Available wipes
include checkerboard, fades, slides, block
wipes, growths (both inward and outward)
and shrinks, splits, inverts, puzzles, strips
and trails.
One fantastic use of this program is to
display all the pictures in a hard disk's
huge directory while cycling through all
the wipes. You can also choose wipes for
each individual picture. You can tell
Showiz to show each picture just once, or
to loop indefinitely (until the ESCAPE
key is hit). You can also choose how long
Showiz will display a given picture (al-
though you can use the left mouse button
to tell Showiz to move on before the inter-
val is up), Not all wipes will work with
HAM and overscan pictures, but if that's
the case then Showiz will just use a de-
fault wipe instead.
Showiz isn't designed to use script files,
but knowledgeable Amiga users can over-
come this problem, The only problem I see
with Showiz is that it mil not display both
pictures and text files in the same slide-
show. But for such a small program,
Showiz still gives you many wipes and
features to use.
Amy Today: by Jon Rydell
(various AinigaZone file numbers)
This is a biweekly on-line newsletter
covering the Amiga. Issue 5.3 includes a
feature on Steve Jobs' NeXT machine and
how it relates to the Amiga. This is an-
other source of up-to-date Amiga informa-
tion for modem users,
StiU" Trek: by Eric Gustafson
Whether you are a Star Trek fan, or just
like games, or are interested in graphics
programming using The Director, you
simply must check this game out! We've
seen games for the Amiga and programs
(usually animations) created with The
Director, but never have we seen an ani-
mated game created with The Director.
After an intnxluctoiy animation, you
are presented with some text that is nicely
displayed using the program Startle (re-
viewed in the April '88 installment of this
column). Among other things this text file
contains Eric's attempt to solve the copy-
right problem posed by a heavily-protect-
ed name such as Star Trek. Eric states
that if a hcensed commercial Star Trek
game ever appears for the Amiga, you
must destroy any and all copi^ of this
game.
Next a great animation sequence ap-
pears. This is none other that the Star
Trek opening scene. Hearing Captain
Kirk say "Space ~ the final fixintier . , ."
while the Starship Enterprise zooms
across the screen is sure to grab anybody's
attention!
Finally, the main game screen appears.
Most of the screen is taken up by a large
view of the bridge of the Enterprise, filled
with all the well-known crew members.
Alongside this scene are pictures of each
of the seven crew members. You will
spend most of the game clicking on these
seven pictures, to use the talents of each
crew member. The object of the game is to
recover valuable lost data files (crucial to
the security of the Federation), which
have been scattered across the galaxy and
are hidden on vaiious planets.
You start the game far fitim any solar
system, so you must first warp to a solar
system. When you click on Sulu's image,
the movement controls appear. If you go to
the star map, you can select a star system
to warp to. If you want more information
on any star system, just click on Spoek's
image after selecting a star system, and
he will tell you how many planets are in
the system, as well as whether the system
is controlled by the Federation, by Klin-
gon or Romulan forces or is neutral.
If you decide to warp to this system, just
chck on Sulu then access the drive con-
trols, which of course include warp speed
controls. Once you select a d^ired warp
speed, a moving star field appears, and
there is an appropriate pause (even an
Amiga can't travel 50 light years instan-
taneously) followed by a familifu- atten-
tion signal to let Captain Kirk (the char-
acter you control in the game) know that
you have arrived at the destination.
Once you have entered a solar system,
you need to examine its planets. After you
have accessed Sulu and have selected a
planet fiom the solar system display (yes,
of couree I realize that it's kind of silly for
Sulu to have to do this when Spock should
be doing this, but it appears that Eric
used this method to reduce some of the
programming requirements), Spock will
give you information about the planet.
Although there are many planets, you are
looking only for planets that support life.
Once you find one, you access Sulu and se-
lect an impulse speed to move over to the
planet.
Once you have reached the planet
(you'll know when you are there!), you can
have the party beam down to the planet.
After the crew beams down tin glorious
color as befits the Amiga), the hard part
begins. You must overcome several obsta-
cles, including locked doors, force fields
and robots before you can even find out if
one of the missing data files is on this
planet.
First you must use the THcorder to ob-
tain a reading on exactly what blocks your
path. Once you have done that, you need
to ask the crew members what to do about
the obstacle. Each will give you different
opinions. When you fmaJly get an opinion
you agree with, just click on the sugges-
tion box, and the crew member who gave
that opinion will attempt the feat. If
he/she is lucky, it will work. But usually
the suggestion isn't a good one, and as a
result the crew member is usually injured
as a result. In fact, when a suggestion
doesn't work, you can count on the crew
member being incapacitated (like I said,
this is the hard part). Of course, you have
seven crew members to work wi^, but
since there are many things that you can
try and several obstacles to overcome on
each planet, you rarely get to the final
area on the first try.
Once eveiy crew member has been in-
jured, your only choice is to beam back to
the Enterprise, and click on Bones' picture
on the main screen, so he can start to heal
everyone. Each time you access him, you
get an update on the conditions of each
crew member.
When you eventually solve all of the ob-
stacles, you may finally locate one of the
missing data fil^. But you may walk into
something less favorable, such as a Com
spy, or even worse — the Tribbles! If you do
92 MARCH 1989
Amiga Update /Amiga Public Domain
come upon a group of Tribbles, you are in
serious trouble. Dedicated TVekkieshave an
advantage over the rest of us in terms of
solving this problem.
Now if the game still sounds easy to
you, it's because you haven't heard all of it
yet. You don't really think that the Kling-
ons and Romulans will sit idly by while
these data files are loose? Naturally, their
forces will be prowling the galaxy for them
as well, especially in the areas that they
control. Therefore, if you warp to a hostile
system, sooner or later you will hear the
familiar red alert siren.
Once this happens you must quickly
click on Chekhov's picture to access the
weapons console. First, of course, you
must choose whether you want to defend
yourself with phasers or photon torpedoes.
Then you simply click on the firing dis-
play. While the Klingon ship is alway.s in
view, you must first estabUsh a lock on the
ship before you can fire at it, and estab-
lishing a lock is not easy.
Once you have defeated the foe(s), you
can access Spock to find out the current
shield strength as well as whether the
ship has been damaged. You may also
want to access Scotty at this time to find
out the cuirent status of the engines in
terms of warp and impulse power avail-
ability. If the ship isn't in good shape, you
can tiy to find a planet that has an auto-
mated repair dock, if you can still move,
that is.
All this may sound exciting, but it is
even better when you can actually see and
hear what's going on. The color graphics
and digitized sounds embarrass the stan-
dard ASCII Star T>vk games that have
been around for years. Although all the
graphics are in color, most didn't start out
that way. Eric used PerfectVision to cap-
ture graphics directly from the TV show.
However, most pictures were actually cap-
tured in black and white and then color-
ized using several different graphics pro-
grams. And although the color graphi<s
(srtainly aren't great by Amiga stan-
dards, they sure beat ASCII symbols!
This game is am^izing because it was
done by just one person. Although Eric
had some help researching Star Trek
fads, he did all tlie graphics and program-
ming work himself. What's also amazing
is that this is only the initial release ver-
sion of the game. In the next version Eric
plans to add 3D animations and much,
much more [including parts of the game
that he couldn't finish in time for the first
release).
I hope you are as excited about this
game as I was when I first saw it. If noth-
ing else, this is further proof of the
Amiga's capabilities (with the help of The
Director).
There is still a little time left for every-
one to give me suggestions on which
Amiga PD programs were the best in
1988. I'm looking for the PD programs
you feel were the best of '88, and why. So
don't just send me a list of your favorite
PD programs without also telling me why
you feel these programs deserve special
recognition. Please don't select old pro-
grams (i,e,, programs that appeared before
1988) unless said program received a ma-
jor upgrade in the past year. I will only
consider such a program's new features
that were added in 1988. If you are recom-
mending a program that you read about
in my column, plea.se make a note of
which issue it w;js reviewed in; if the pro-
gram was never reviewed in my column
please note that instead. Please send all
recommendations to:
BestofAmigaPD'SS
1015 S. Quincy Ave. #112
Quincy, MA 02169
I will be asking for suggastions fiiom the
folks who fiiequent PeopleLink's Amiga-
Zone as well. But for those who don't have
access to PeopleLink, The deadline for
sending in your suggestions via mail is
February 28, 1989, ao don't delay!
Due to circumstances beyond my
control, I've once again accumulated a
backlog of new Amiga PD programs from
PeopleLink, So next month's column
should be packed witli reviews of new PD
programs (assuming I can catch up, of
course). New programs to be discussed in-
clude a new update to an old program that
is finaUy now destined to make sure that
nobody ever uses AmigaDOS' DiskDoctor
conunand again.
As always, I can be reached on the
AmigaZone on PeopleLink (ID: G KIN-
SEY). or on the IDCMP BBS (617) 769-
3172 (300/1200/2400 baud, 105 MB on-
line, running 24 hours a day), addressed
to SYSOP, If you have written a public do-
main/share ware/fit;ely distributable pro-
gram, or have obtained one that you think
is worth mentioning to all Amiga owTiers,
please attempt to contact me via the
above or through Commodore Magazine.
See you next month.
To sign up to PeopleLink and their Amiga-
Zone, call them at:
(800) 524-0100 (voice)
(800) 826-8855 (via modem)
'rafessiona! Genlocks for the Amiga
Continued from page 90
own power supply, a definite plus for 500
owners. It connects to the Amiga via the
RGB port. The supplied cable is painfully
shorl^-less than a foot long. This may be
to reduce RF interference, but it makes
placement of the GEN/ONE difficult. It
does passthru the RGB signals, but you
will not be able to use your standard mon-
itor cable, since the passthru connector on
the GEN/ONE is a DB9 and not a DB23.
Poor planning.
The GEN/ONE did a good job on the
quantitative test. It required a minor ad-
justment on its gain level, but this was
simple as the GEN/ONE is the only unit
of the three tested that provides iront pan-
el access to the gain control out to the
horizontal and vertiail position of the im-
age, the SC-H phase, and the input levels
of the incoming R, G and B signals.
On the qualitative test the GEN/ONE
did a good job. Communications Special-
ties has used a comb filter in the lumi-
nance channel to eliminate NTSC arti-
facts. There are varying arguments re-
gai-ding the use of comb filters when en-
axiing computer-generated graphics due
to their need for an exact line length. Al-
though using a notch filter loses some fine
detail, it does tend to "sharpen" an image,
and I prefer that option.
The GEN/ONE was the only unit to of-
fer Y/C output. This is ased with a S-VHS
or ED-BETA VCR, The lack of a Y/C in-
put was very disiippointing, and made
maintaining the quality of a Y/C source
impossible when overlaying the Amiga's
graphics. It does allow the use of the
Amiga as a source in a Y/C environment,
but it is not a complete Y/C system. This
is a vital oversight in my estimation.
There is no provision for external con-
trol or software control over the GEN/
ONE, There are no slider controls, no soft-
ware fades. It does ofler reverse and down-
stream keys, loopthru video, and dual
overlay outputs. Its main advantages are
its Y/C outputs and external power sup-
ply, plus its front-mounted adjustments.
Selecting the right genlock requires a
carefiil evaluation of your needs, WiU you
be integrating the Amiga into a produc-
tion environment? Are you using S-VHS?
Do you need external or software control
over fades and cuts, or will you be using a
downstream switfher? What Amiga do
you own, and how much can you afford for
a genlock? Regardless of which system
you finally choose, you can be certain that
your Amiga will offer you many years of
quahty video production. B
COMMODORE MAGAZINE 93
Projects /Building a MIDI Device
Continitad from pa^c 49
group already specified. For example, if
the second group specified that this is a
note on message, then group three would
specify the cliannel number.
Byte #2 Data Byta
Bit# |7)[6][5][4][3|[2][11|0)
Binary 110 1
Value t
Indicates Data Byte
Data byt«i have a much simpler struc-
ture than status bjtes. They have just two
poups of bits. 'ITie first group is the single ;
bit number 7, which always haa a binary
"0" in bit number 7 position. When MIDI
sees a binary "0" in bit number 7 position,
it knows it is reading a data byte rather
than a status bjle. The remaining 7 bits,
bit numbers 6 through comprise the sec-
ond group. These bits transmit a data val-
ue between and 127.
MIDI must send a minimum of two or
more bytes of information depending upon
the message. We will go into greater detail
on m^sage structure later on.
MIDI In, Out and Thru
Although MIDI requires only two wires,
it uses a standard 5-pin DIN plug (See fig-
ure 4). Standard MIDI keyboards have
three MIDI ports labeled In, Out and
Thru,
The MIDI In port receives messages
from other synthesizers or sequencei's. E
the message is meant for that particular
device, it will respond as if someone were
controllmg or playing the synthesizer. If
the menage is for another synthesizer, it
will ignore the message.
The MIDI Out port sends messages out
to other synthesizers, drum machines or
sequencers.
The MIDI Thru port retransmits any
information received on the MIDI In port
r^aidless of whom the message is sent to.
Circuit Construction
Our circuit implements one MIDI Out
port to utilize the computer as a sequencer
(See figure 5), You should consider this a
training device to learn the ftmdaraentals
of MTOFs (see Apology- at end of article).
MIDI as stated is a serial 31,250 baud
transmission. The circuit uses a 6502
UAET (Universal Asynchronous Receiver
TVansmitter) chip. (See photo and sche-
matic.) The UARTchip takes p;n-allel in-
formation from the user port and trans-
mits it serially at the 31,250 baud rate.
The baud rate of the UART is determined
by the clock pulse it receives on pin 40. We
provide the clock pulses for the II ART. We
start with a 2 Mhz clock whose frequency
is divided by four by the 4013 chip. The
frequency leaving the 4013 is therefore
500,000 Hz. The UARTchip requires a
clock frequency 16 times greater than the
baud rate required. Therefore, 500,000/16
= 31,250 which is just what we need for
MIDI. The UARTautomaticiilly adds one
start and one stop bit per byte of informa-
tion. Although the serial data out of the
UART is TTL logic, the PNP transistor
provides the necessary current loop and
signal inversion.
MIDI Cables
MIDI cables are rather easy to make
(See figure 6 and Parts List). Just make
sure you keep the internal wires straight,
and keep the length of cable under 50 feet.
Profffiunming MIDI Messages
Programming the device is easy once
we understand the proper format to com-
municate on the MIDI interface.
First, let's talk about channels. There
are 16 MIDI channels available, num-
bered to 15. It is therefore possible to
connect and operate 16 MIDI instruments
at once. Each instrument occupies one
channel and will respond only to messages
sent with that channel identification
number Electronic synthesizers have a
channel-select knob to set the channel
number (0 to 15) 1 through 16 for the syn-
thesizer
The channel number is an area of possi-
ble confusion. Many MIDI references use
the channel range of 1 to 16. The range 1
to 16 makes for easy identification, but
when %ve program the de\ice we must use
the numbers to 15. In effect number
equals channel 1, number 1 equals chan-
nel 2, and so on. Now let's put together a
simple note on message to be sent via
MIDI. A note on menage requires three
bjtes of information.
Byte
#/IVpc Decimal
#1 Status 144
#2 Data
#3 Data
60
64
Biniirv Meaning
lOOKlKX) Note On,
ctmnnel 1
00111100 Note Value,
60 = middle
C
01000000 Velodtj-.key
pressure
llyte #2 "OtillllOO"
^rhe next byte, decimal 60, we can see
from the binary equivalent the bit 7 posi-
tion contains "0" making this a data byte.
'Ilie numeric value of this byte (0-127) de-
termines the pitch in half steps, the high-
er the value, the higher the pitch. The val-
ue of 60 specifies a middle C note.
Byte #3 "01000000"
The third byte in the note on message is
a data byte that specifies the key velocity,
wliich is how hard or fast a key was hit.
The higher the number, the higher the ve-
locity. A value of indicates no velocity
and is equal to a note off. For keyboards
that are not pressure sensitive, 64 is a de-
fault velocity.
The above three bytes sent over a MIDI
channel will trigger a middle C note. The
note will sustain until we send a note off
message as follows;
Bytes
#/T>pe Decimal
#1 Status 128
#2 Data
#3 Data
Byte-by-Byte Analysis
Byte #1 "1001000"
Looking at the binary equivalent, there
is a "1" in bit 7 position, so it obvious that
this is a Status Byte. The next group
"001" is the code for Note On, The four re-
maining bits "0000" show the channel
numt>er, which in this case is channel I.
60
Binary Meaning
lOOOOOOO Note Off,
channel 1
OOmiOO Note Value,
60 = Middle
C
00000000 Velocity
The above three bytes sent over a MIDI
channel will release a middle C note on
channel 1. Let's analj-ze these b>1es also.
Byte #1 "lOOOOtKHl"
Bit number 7 is a binary "1" which speci-
fies a Status byte. Bit numbers 6, 5 and 4;
"000" is the rade for Note Off. Bit num-
bers 3, 2, 1 and 0; "0000" specify channel
number 1.
Byte #2 "001111(H)"
Same as byte number 2 of note on mes-
sage.
Byte #3 "OOOOOOflO"
Same as Bj'te number 3 of note on mes-
sage. Velocity value equals in this mes-
More Messages
A synthesizer can't perform a function
it's incapable of even if it is requested via
the MIDI channel. Pretty obvious state-
ment, but necffisary. If you tell your syn-
thesizer to do a patch change or pitch
change and it doesn't have the interna!
capabilities, it can't respond to your re-
quest. This doesn't mean the MIDI inter-
face isn't working or that your synthesizer
is broken.
There are a lot more messages that can
be sent via MIDI. We can't go over all of
them, but we'll try a couple more. For a
94 MARCH 1989
Projects/ Building a MIDI Device
more esttensive list of MIDI commands
pick up some books on the subject.
Patch Change
The synthesizer Tm working with has a
number of preprogrammed instruments I
can select from. If the synthesizer you're
working with also has this you can change
instruments via MIDI.
Bytc#l'ilOOxxxx"
Bit number 7 is a binary "1" which speci-
fies a Status byt«. Bit numbers 6, 5 and 4;
"100" is the code for patch change. Bit
numbers 3, 2, 1 and 0; "xxxx" specify
channel number.
Byte #2 "Oxxxxxx-x"
Bit number 7 is a binary "0" which speci-
fies a Data byte. Remain bits (6-0);
"xxxxxxx" specifies the patch number.
Pitch Change Bend
Byte #1 "inOxxxx"
Bit number 7 is a binary "1" which speci-
fies a Status byte.
Bit numbers 6, 5 and 4 "110" is the code
for pitch change.
Bit numbers 3, 2, 1 and 0; "xxxx" specify
channel number.
Byte #2 "Oxxxxxxx" and Byte #3
"Oxxxxxxx"
Bit number 7 is a binary "0" which speci-
fies a Data byte.
Remaining bits specify the number of the
new pitch. Bytes 2 and 3 represent a num-
ber in low-byte high-byte format. Since
each data byte can represent a number
tluBUgh 127, they can combine to provide
a number with the range of to 16,384.
Byte number 2 is the least significant
byte {LSB) and Byte number 3 most sig-
nificant byte (MSB). A value of 8192 is the
center setting. Values less than 8192 will
lower the pitch and values above 8192 in-
crease the pitch.
Program
The BASIC program that accompanies
this article operates on both the Commo-
dore 64 and 128. This is a simple program
that plays a few notes. With modifications
you can implement chords, patch changes
and a host of other MIDI commands. This
is equivalent to a single-track sequencer,
lb create a multi-track unit would involve
machine-language programming.
The variables in line 20 are simple note
information as follows:
C = Note On, channel 1
D = Velocity
E = Note Off, Channel 1
F = Velocity
J = User Port address
The data statements hold the note and
time information. You can add and modify
the data statements to compose your own
songs.
Our computer should be configured as
device 1 in figure 6. The cable leaves the
interface device and plugs into the MIDI
In socket of your synthesizer. Run the pro-
gram, if everything works you can start
composing music.
An Apology
When I began this project I didn't real-
ize the tremendous amount of software
and hardware that was already available.
Most commercial devices are interfaced to
the expansion port on the computer. This
in itself isn't difficult, and by taking thi.'i
approach one could also implement the
"MIDI In" and "MIDI Thru" ports. I also
believe that there are some powerful soft-
ware packages available that could be
purchased without buying any hfuxiware,
provided our MIDI device emulates one of
the commercials MIDI devices. These soft-
ware packages are more powerful than
anything we could put together for the
project. I plaimed on doing expansion port
projects. I'm afraid I just didn't get to it.
The expansion port is more versatile
and powerful than the User Port. So the
first article I planned for the Expansion
Port is a pin-by-pin description with pro-
jects just as I have done with the User
Port. I didn't want to throw caution tf) the
wind jmd jump into an expansion board
project without everyone knowing exactly
how the expansion port operates.
In essence I apologize for offering a pro-
ject that is less tiian it could be. But I will
make a commitment to make MIDI one of
the first expansion board projects. And in
the interim Til search to find a suitable
software package to go with it. Td advise
anyone building this project not to hard-
wire the circuit together so that you can
still use the parts when we move it over to
the expansion port,
MIDI by Modem
There are a number off BBS's across the
countiy that have MIDI information
available. These are excellent places to
drop in to pick up some tips. Many have
downloadable text files and patches for
most synthesizers.
East Coast MIDI Bulletin Board: (516)
9284986
CompuServe: TVpe GO MIDI to bring
you to MCS MIDI Forum. Use local phone
number.
Delphi: Music City SIG has MIDI infor-
mation. Use local phone number.
CD + MIDI
CD's are just begiiming to be encoded
vrith graphic images. The Tklking Heads'
album, "Naked" is the first CD released in
the U.S. that has been encoded with
graphics information. When Philips and
Sony published the standard for CD's in
1984, they specified 9o'7c of the disk to be
used for sound. The remaining space was
reserved for subcodes. This space is now
being filled with graphics and soon with
MIDI information. As soon as Philips and
Sony approve the CD + MIDI stimdard
these devices will appear on the market.
With the MIDI iriformation from the
disks, your home synthesizes will be able
to play the music on the disk. Also, once
the information is extracted it allows you
to manipulated the music. You would be
able to do things like dropping tracks, or
lowering the volume on some tracks,
changing the tempo, pitch or print out
sheet music.
Parts List
MIDI Cable
t
Item
Rart Number
5 Pin Din Plug
Radio-Shack #274-003
(1)
2 Cord. SlieiWed Cable
Radio-Shack #278-1276
MIDI Interface
(1)
UART
Digi-Key PN# IM6402IPL
(1)
2.0MlizmCk)ck
Digi-Key PN# X104
(1}
5 Pin Din Socket
Radio-Shack # 274-005B
(4)
IN9 14 diodes
Radio-Shack # 276-1620
(1)
PNP Trans istof
Radio-Shack § 276-1604
(1)
10 uf Cap.
Radio-Shack #272-1025
(2)
220 ohm resislofs
Radio-Shack #271-1313
(1)
390 ohm resistor *
* use in place ot 400 dim in schematic
Radio-Shack #271-018
(1)
47 K ohm resistcr
Radio-Shack # 217-1342
(1)
4013 flip ftop
Radift-Shack* 276-2413
Misc. Cart Connector trwri Digi-Key. Soldefless tireadboard. 22 p. stranded wire.
COMMODORE MAGAZINE 95
MIDI Sequencers for ttie Amiga ■
Continued fmm page 53
If interchangeability isan
important factor, look for a
program that can ioad and
save data in the SMUS
format.
±
k
laying down additional tracks and being
able to hear certain portions of previously-
recorded music. However, if your synthe-
sizer is not multi-timbral, actual playback
of a complete song is limited (by the
Amiga hardware) to a maximum of four
voices (or notes) at any one time. Prior to
playback, you should also be able to turn
on and off selected tracks, either by select-
ing the one you want to hear, or by muting
those that you don't want to play.
While there is a standard file format for
music scores (the IFF SMUS format), each
sequencer program saves data using its
own proprietary format. As a result, you
cannot use a sheet music print utility de-
signed for one program with another pro-
gram. If interchangeability is an impor-
tant factor, look for a program that can
load and save data in the SMUS format.
One added advantage of SMUS is that
you can load your composition into Elec-
tronic Arts' Deluxe Musk Construction
Set, display it in note and staff form and
aL<io obtain a "sheet music" printout.
Now, with all of these criteria fresh in
your mind, let's proceed to the individual
packages available.
Dr. Ts Keyboard Controlled
Sequencer (KCS)
Dr. T's Music Software
Dr. Ts KCS is unique in that it has two
separate and distinct recording modes—
TVack and Open— as well as "bells and
whistles" too numerous to mention in this
article. The TVack mode operates like the
other sequencers and provides you with 48
separate tracks which can be muted or
designated as solo. Each track is attached
to a user-designated MIDI channel. You
cannot, however, combine patterns to form
a song. You must first copy the recorded
tracks to a designated sequence number
in the Open mode, assemble those se-
quences into a song, and finally copy them
back to tracks in the TVack mode. Once
this is accomplished, you can continue to
overdub. In the TVack mode, once you
have recorded a track, the program auto-
matically plays it back and shifts record-
ing to the next available track. This pro-
cess of automatic overdub continues until
all of the tracks are used.
In the Open mode, however, there are
no tracks— you just play and the sequenc-
er accepts information from different
MIDI channels simultaneously. This is
u-seful when using synthesizers with auto-
matic bass, rhythm and chording accom-
paniments wMch output on several chan-
nels at once. What is particularly unique
is the program's ability to later sort out
and transfer all of this infonnation to a
number of single tracks, each of which
will contain the events of a single MIDI
channel. The Open mode records up to
128 separate sequences which am be com-
bined in the Song mode to form a song.
The sequences can be either musical (with
notes) or control where a sequence can
start and stop other sequences. In this
mode, there are four different ways to re-
cord: Step Time, Real Time, Overdub and
Record with Cue. Overdub will play back
a specified track while you are recording
on another, while Eecord with Cue will let
you record starting from a specified mea-
sure. In the record mode for both TV'ack
and Open Modes, there is a count-in met-
ronome which is channeled through the
Amiga's internal voices, thus freeing up
both a MIDI channel and a voice on your
synthesizer. Moreover, KCS supports play-
back through the Amiga using IFF digi-
tized sounds. You can play back sequences
merely by pressing the appropriate se-
quence number or letter key on the key-
hoard.
In the Song mode, you can combine up
to 100 sequences into a song. This mode is
quite powerfiil, as you can loop through a
series of designated sequences and can
also set the starting point of the se-
quences. In this way several .sequences
can commence simultaneously, or you can
instruct the program to play a given se-
quence only when another has finished.
Editing is quite similar in both the
TVack and Open modes, and you have the
ability to use the mouse to select ranges
for cutting, pasting and copying. Th ease
the burden of editing notes, designated
keys represent certain note times (W =
whole note; H = half note) and KCS can
control over twenty different MIDI events.
KCS has a number of other unique fea-
tures. One is the ability at any point in
your composition to instruct the program
to randomly play as the next note or se-
quence an event fi:t)m a list of notes or se-
quences — producing a lifelike musical
composition which will never 1x2 the same.
The Align flmction automatiailly fbrces
both tracks and sequences to line up with
the start of each measure, and the Quan-
tize function can correct both the start and
duration times of the notes. Additionally,
you can select a minute'second time dis-
play as well as the standard meiisure/beat
display,
'The manual is well organized, although
you may have to read it carefully a few
times to really learn and appreciate the
differences between the TV^ack and Open
modes. Because there are .so many differ-
ent featm^s, options and functions, KCS
is more difficult to use and master than
the other sequencers, and screens Ix.'come
quite crowded and confusing.
Dr, Ts al,so offers several optional mod-
ules to enhance the utility of KCS. Dr
Drums is a separate disk containing al-
most 200 drum patterns. They can be
loaded in KCS and used to drive a stan-
dard MIDI drum machine. Dr Keys con-
tains numerous piano jKittems in various
styles, and the Copykt c&n take a score
generated by KCS and print it to a dot
matrix or laser printer in note and staff
form.
The Quest I: Texture
Sound Quest
Texture is a traditional sequencer which
lets you record multi-track sequences and
link them together in a list to form a song.
Unlike other sequencers, the length of
each pattern must be defined prior to re-
cording, and the maximum length of each
for most purposes is 545 beats. There are
24 tracks labelled A through X which can
easily be selected using either the mouse
or computer keyboard. Recording is as
simple as selecting the track, the pattern
and pressing "R" twice. At this [wint you'll
hear a four-beat metronome lead-in on
your synthesizer or dnjm machine, tmd
you're off and running on the next l>eat.
Unfortunately, Textuiv does not utilize
the internal Amiga sound channels for
the metronome. To hear what you record-
ed, simply press the "F' key and then the
space bar to stop, Tb record another of the
96 available patterns, press the plus ( + )
and minus (-) keys, or type G followed by
a number to move to a specific pattern.
Commands are available to solo any par-
ticular track or select all tracks.
When you have reconled your patterns.
96 MARCH 1989
MIDI Sequencers for the Amiga
press the TAB key and the window con-
taining the track information will be re-
placed by the Link Display, where you
combine your patterns U.) form a song.
Again, you must firet define its length by
specifying the total number of links it will
contain up to a maximum of 99. Next, se-
quentially assign the various patterns to
the links. Now just press "F' again, and
your links will be played in the order you
specified. By pressing TAB, you can toggle
back and forth between the IVack and
Link Display screens.
Texture facilitates the process of editing
patterns with a number of time-saving
commands. Auto- locate, invoked by press-
ing "L," permits you to jump right to a
particular beat you specify. Texture also
supports block copying and moving sec-
tions of a track both to a diiferent place on
the same track or to a diflerent track. You
cannot, however, use t!ie mouse to grab
ranges. The Fill command will fill an en-
tire pattern with repetitions of a smaller
segment, and you can also filter out a
specified range of notes by pitch and save
them to a different track. This is quite
usefiil for separating the bass fiiom the
melody There is, however, no automatic
command to simultaneously move the
first note of all tracks in a pattern to the
very beginning. Most of the same func-
tions are available in the Link mode
which itself has several nice features. In
each link (several of which may contain
the same pattern) user-specified tracks
can be muted. Finally the Quantize fea-
ture can be applied to each track both pri-
or to and after actually recording, hi Tex-
ture, quantization affects only the beat po-
sition of the note and not its length.
User control is extremely flexible in
Texture. You can perform almost all fiinc-
tions using the mouse to point and click or
by making pull-dov^Ti menu selections.
The fastest way, however, is to use the
computer keyboard. And to make things
easier, key assignments are always dis-
played on the screen, and you can press
the HELP key for on-screen assistance.
The screen layout is well thought out
and the various windows display all of the
pertinent information in a logical, easily
understandable manner. Perhaps the best
part 0^ Texture, however, is the manual.
The first sections contain a tutorial to get
you started quickly This is followed by an
overview of the program, and the remain-
der is a thorough reference guide for all of
the functions and features. Each of them
is well defined, and followed by examples,
hints and comments.
SoundScape Pro
Mimetics Corporation
This program was the fii^st MIDI se-
quencer for the Amiga to appeiU' on the
market. Unlike the others, it takes a rath-
er unique approach to sequencing; Mime-
tics calls SoundScape a "music operating
system." It is built around numerous mul-
titasking modules, many of which are op-
tional. The nerve center o^Soutukcape is
the Patch Pane! Window which is divided
into two columns— the led leptvsenting
input devices, the right output devices.
Viirious icons depicting these devices are
displayed, and you connect them with
"software wires" by clicking on an icon on
the leJl side and then one on the right.
You can use the Amiga keyboard as a
musical input device and the four Amiga
internal audio channels as an output de-
vice using sampled sounds provided by
Mimetics, These are referred to ils the
Console Keyboard and Sampled Sound
Player, respectively. When you click on
the Console Keyboard on the left side as
an input device and the Sampled Sound
Player on the right side as an output de-
vice, a line is drawn between the two, and
you can play notes through the Amiga by
pressing keys on the computer keyboai-d.
Another unique output device is the Play-
er Piano — a graphic depiction of a piano
keyboard. If sounds are routed through
this device, the notes being played arc
highlighted on the piano keyboard. The
important point is that you can have mul-
tiple input and output devices operating
simultaneously! Thus, your composition
can play through the Amiga as well as a
MIDI device and also show up on the Pi-
ano Keyboard,
Other devices are the MIDI pott, the
Thpe Deck and the Clock. When you select
some of these devices, a secondary' window
will open to allow you to adjust param-
eters unique to that device. As new mod-
ules and devices become available, you
can configure Soundscapc so that they
will automatically load and appear on the
Patch Panel when the program logins.
% record from a synthesizer, you must
click on the MIDI icon on the left side of
the Patch Panel and the Ihpe Deck icon
on the right side to connect the two. Then
double click on the 'fepe Deck icon, and
both the Clock and Tape Deck windows
will open. The number of available tracks
and sequences is limited only by the avail-
able memory of your Amiga, and the in-
put and output devices for each track are
indicated by device icons on the tape deck,
lb actually record, however, you must first
start both the clock and the Thpe Deck by
clicking on the start button. Both those
devices have fast forward and reverse but-
tons, and the clock has two numeiicid reg-
isters which remember event locations
when you click on the button next to each
register. This feature is handy for lorating
specific parts of your sequence. Tlie Thpe
Deck also has automatic Punch In and
Punch Out location counters. While these
are measured by MIDI clock beats (and
not masiad measures and beate), they
may also be set on the fly by clicking on
buttons next to those registers. Another
button opens a screen where you can filter
out unwanted incoming and outgoing
MIDI data. You can also specify' a delay
value (in MIDI clocks I for each channel.
One nice feature is that you can record in
step time using the computet' keyboard to
enter the pitch of the note and the func-
tion keys to enter its dm-ation. Unfortu-
nately, the program itself does not have a
count-in feature although there are met-
ronome tracks you can load in from disk
which will accomplish the same purpose.
While recording with Souudficape is
straightforwaixl, editing and ciieating
songs fiiom patterns is a rather complex
and cumbersome procedure. While indi-
vidual events can be edited and deleted,
there is no easy way to copy, move or de-
lete ranges of notes within a track, nor to
merge several tracks. Multiple tracks as-
sociated vsith a single pattern (such as
bass, melody and chords for an eight-mea-
sure pattern) are not linked together, and
combining patterns into songs becomes a
process of transferring patterns finom the
Edit Sequence Window to the Store List
Window to the Edit Song Window.
There arc some major deficiencies in
the manual which is devoted primarily to
features other than actual sequencing.
The instructions for sequencing are often
confijsing, and you will probably end up
learning how to use Soundscape by trial
and error
The strength of^Soutukcafje, however,
lies in its modularity and the additional
utility modules you can purchase. At this
writing, Mimetics has two utility disks
available. Included on the first are pro-
grams that will convert mouse move-
ments to MIDI information, split the out-
put of a synthesizer into separate MIDI
channels (lower keyboard to Channel 1,
upper keylwai-d to Channel 2), save and
retrieve synthesizer patch&s and patterns,
and allow you to synchronize music to mo-
tion pictures. The second utilit}' disk con-
tarns a program that will display beats
COMMODORE MAGAZINE 97
MIDI Sequencers for the Amiga
and measures on the Tbpe Deck (rather
than MIDI clocks) and also permit you to
solo a track. Another program simulates
an acoustical echo while otliers analyze
and display incoming MIDI events in real
time, and quantb^ as you record. Finally,
Mimetics has included a public domain
program called Fast TVacker which runs
SoundScape in the background and quick-
ly sets up a simple 16-track recorder, com-
plete with graphic LED metei-s to display
the music as you play it. Unlike Sound-
scape itself. Fast TVacker does have an
automatic metronome and count-in fea-
ture.
Mimetics also offers a unique, optional
module called Pattern Splatter. Mimetics
describes this as a compositional tool
which "takes rhythms that you define and
not«s that you play, shakes them up to-
gether, and produces music." While Pat-
tern Splatter is almost impossible to de-
scribe, it does produce some unique, user-
definable effects.
MIDI Magic
Brown-Wjigh Publishinjf
MIDI Magic (develoix^ by Circum De-
sign) is the friendlie.'it of all the sequencer
programs and the easiest t» use. It is a
true Amiga program which can run in ei-
ther medium resolution or interlace
modes with an eight-color .screen. Each of
the functions has its own window which
can be resized and dragged around the
screen to a location of your choice, and
there is also a memory meter which
changes colore depending on the amount
of available memory. Most fimctions are
easily accessed by pointing and clicking
the mouse on icons, although function
keys are supported. ITie screens are well
designed, presenting the required fimc-
tions and information with a minimum of
space (and confiision).
MIDI Magic can record up to 26 se-
quences, each containing 16 separate
tracks. The program can also record on
multiple tracks simultaneously lb help
keep the beat, the top horizxintal title bar
is segmented according to the number of
beats in the measure, and the appropriate
segment flashes to the rhythm. You can
even set the tempo in real time by tapping
out a rhythm on either your synthesb-er
or the computer keyboturd space bar. You
can transpose and invert tracks by press-
ing single note keys on the synthesizer.
The default parameters for your copy of
MIDI Magic can easily be customized by
editing the MIDI Magic icon. The pro-
gram supports the usual functions such as
merge, cut, copy and event editing and is
predominantly mouse and menu driven.
The manual itself is crystal clear and
extremely well organized with many
screen and menu illustrations. And to
make life easier, the 77 -page manual is
practically reproduced in on-line help
screens. These can be accessed by puUing
up an index and clicking on the appropri-
ate topic, or by the menu option "Active
Window" which brings up a help screen
for the window that you are currently
using.
It is clear that MIDI Magic was de-
signed for musicians who prefer to spend
their time composing rather than strug-
gling to master a complicated computer
program. While MIDI Magic doesn't have
all of the esoteric bells and whistles of
some of the other programs, it has every-
thing you're likely to need, and its ease of
u.se makes it one of the best all-around se-
quencers for all but the most demanding
professional. According to Circum Design,
additional modules will be released and
include conversion routines for SMUS, Dr.
T, and MJDI-formatted music as well as a
synthesizer librarian.
Di/namic Studio
by New Wave Software
Although Dynamic Studio is not as
complete and complex as the other se-
quencer programs, it does provide several
unique and valuable features which make
it a viable competitor for .some applica-
tions. Dynamic Studio is basically a 16-
track sequencer which provides a choice
of six different divisions (or patterns) for
each track. These patterns (which have no
.set or predetermined length) are designat-
ed by the lettere A through F. The main
disadvantage is that some jockeying and
manipulation is required to compose a
song with more than six multi-track pat-
terns. Recording is similar to most of the
other sequencers. You first select the ap-
propriate track (1-16) and pattern (A-F),
click on the record button, and play your
synthesizer.
The Sequencer screen contains a line
for each track which displays appropriate
information such as its status, length,
time signature and MIDI channel. The
rightmost portion of the line is reserved
for designating a sequence for the pat-
terns on that track. For example,
"3AB2C~" would mean that pattern A
would be played three times, followed by
pattern B once, followed by pattern C
twice and finally a one measure rest. The
notation "4(3AB2C:-)" would repeat the
entire previous sequence four times.
Of ail its features, the most interesting
is the editing mode in which the track
data can be viewed in both standard text
form or graphically much like a piano roll.
In the Graphic Mode, the Sequence Ekiitor
screen contains a graphic piano keyboard
positioned horizontally across the top of
the screen. The notes appear as vertical
rectangles (beneath the piano keys they
represent) and their height represents the
duration. When a sequence is played in
this mode, the "piano roll" moves upwards
and a pointer indicates the note currently
being played.
lb edit a particular note, press the
mouse button to stop the sequence and
find the track and pattern number con-
taining that note. Then cfick on the note
to be changed. Various buttons on the
screen display the editing options. You
cim even move a note by dragging it ft^m
one position to another with the mouse.
Without a doubt, this mode makes it rea-
sonably easy to locate the precise position
of an offending note and modify- it. Tb
modify MIDI event data, however, you
must resort to the standard text method of
editing which caused fata! system crashes
fairly consistently when I attempted to
edit datti.
Track editing functions are accessed
through pull-dowTi menu items as well as
keys. The usual functions (such as copy,
merge, fdter, change MIDI channel, time
shift, transpase and tempo change) are all
pre.sent.
There are' also some unusual features.
Alternate Channel lets you play alternate
notes of a single chord on different MIDI
channels, and Scramble rearranges all of
the notes on a specified track in a selecta-
ble random fashion. There are also three
different Quantize modes available. You
can quantize the notes to start on a speci-
fied beat, and if you wish, also ointral
their duration, A third method, "Tighten"
starts the note halfivay between the start
of a beat and its original actual starting
point.
Dynamic Studio will save (but not load)
music in SMUS format, and there are also
buttons at the bottom of the Sequencer
screen which will filter out certain desig-
nated MIDI events both during and after
recording.
The most valuable addition to Dynamic
Studio is the inclusion (at no additional
charge) of a fully programmable drum
machine which contains 2(X) digital drum
samples. Although this is a separate mul-
titasking program, it can be synchronized
to operate simultaneously with Dynamic
Studio using the four internal voices of
98 MARCH 1989
MIDI Sequencers for the Amiga
AMIGA MtDI SEQUENCERS
Dynamic
FEATURES
KCS
Texture
MIDt Magic
Studio
SoundScape
Price
1249,00
$199.95
$149.95
$199.95
$179.95
Memor> Required
512K
512K
512K/
IMBrec.
1MB
512K
1MB rec.
Number of Tracks
48
24
16
16
Memory
Dependent
Number of Sequences
128
96
26
96
Memory
Dependent
Maximum Sequence
Memory
545 beats
Memory
Memory
Memory
Length
Dependent
Dependent
Dependenl
Dependent
Number Sequences/
100
99
100
Memory
Memory
Song
Dependent
Dependent
Maximum Note
1/950
1/192
1/480
1/384
Not avail.
Resolution (4/4)
Multi-track
Yes
No
Yes
Yes
te
Recording
Mefge Tracks
Yes
Yes
Yes
Yes
Tfes
Quantize
Real time
Realtime
Edit
Edit
Edit
&Edit
&Edit
Note On/
Note On/
Note On
[Vote Or/
Duration
Duration
Duration
Duration
Punch In/Punch Out
Ifes
Yes
Yes
No
fe
Count-off
Yfes
Yes
Yes
Yes
Yfes
Step Time Recording
Yes
Yes
Yes
Yes
No [option]
SMUS capability
No
No
No
Save Only
Yes
Manual
193 pages
96 pages
77 pages
57 pages
112 pages
Copy Protection
Yes
Keyword
None
None
Key Disk
Use Internal Voices
Yes
No
No
Drum machine
Ves
is outside the scope of
fetpiW rlpwrintirm nf
Only
the Amiga. While it
this article tn trivp a
summarized the salient features of each
in the comnari.wn rhart. awiimnanvinu
the drum machine program, I can state
without reservation that it Ls full featured,
produces very realistic sounds, and can
utilize standtird IFF sound files {such as
instnmients and sound effects). So why
not try using Dynamic Studio to produce
the 1812 Overture, cannons and all!
The diskette also contains a Librarian
program which loads and saves voice
patches (o synthesizers as well as a pro-
gram that plays several songs in a row-
much like a jukebox.
An optional program, Sound Oasis, is
available to read digitized sounds finom
Mirage Digital Sampling Keyboard sound
disks so that Dynamic Studio can play
those sounds through the Amiga.
The manual is easy to read and signifi-
cantly shorter than those that come with
other sequencers. There are very few ex-
amples or comments. The manual ap-
pears to be directed at the amateur mar-
ket, as in-depth discussions on the use of
commands, MIDI and applications are
omitted.
Summary
It is obvious that much time and effort
was put into progranmiing each of the se-
quencer packages I evaluated, and I have
this article. The ultimate question as to
which program is best is difficult if not im-
possible to answer and depends primarily
on your needs.
If you are a full-time professional musi-
cian or recording studio engineer who will
be working with a sequencer several
hours each day, then KCS is most suit-
able, as it has the most features and op-
tional utility modules (but is the most
implicated and difficult to master as well
as the most expensive).
Texture, too, is full featured and easier
to understand.
For the semi-professional musician/
home iBcording studio crowd, MIDI Magic
is by far the easiest and most understan-
dable program and is, in fact, fiin to use.
Its price of $149.95 certainly makes it a
best buy for this market.
Dynamic Studio, however, while not as
versatile, does provide a programmable
drum machine and Librarian program at
no extra charge, which makes it a tempt-
ing purchase (if they ever fix the bugs).
Moreover, if your primajy goal is being
able to correct live performance data, then
Dynamic Studio's ability to depict the
notes will make this your program of
choice.
Although I have not reviewed it in this
article. Dr. Ts does market a nice basic
eight-track sequencer for $69.95 titled
MIDI Recording Studio. While this pro-
gram may not be suitable for the serious
musician, the price is right for entry-level
music sequencing.
One final factor to consider in the pur-
chase of a program is the level of technical
support each company provides. Except
for New Wave Software, all of the publish-
ers had technical consultants available at
the time I called to answer my questions
and solve my problems. New Wave, how-
ever, had an answering machine avail-
able, and it took several days (on several
different occasions) to contact someone
who then had the programmer contact me
(again a day or two later). As you may
soon discover once you have purchcised
one of these packages, most of your prob-
lems will not be caused by the program
but by the idiosyncrasies of your particu-
lar synthesizer and your failure to set it
up or adjust it properly.
No matter which program you end up
buying, you will find that a sequencer
combined with an inexpensive four-track
tape deck can pnxluce affordable, profes-
sional-sounding, fully -orchestra ted re-
cordings you may never have dreamed
possible. g
Companies Mentioned;
Brown-VVagh Publishing
16795 Laik Avenue
Suite 210
Los Gatce,CA 95030
(408) 3954838
MIDI Magic
Dr. Ts Music Soflwore
220 Boybton Sttwt
Suite 206
Chesnut Hill. MA 02167
(617) 244.6954
Dr. Ts Keyboard Controlled Sequencer (KCS)
MIDI Recording Studio
Mimetics Corp,
P.O. Box 1560
Cupertino, CA 95014
(408) 741-0U7
SoundScape Pro
New Wave Soflwiire
P.O. Box 438
St. Clair Shoree, MI 48080
(313) 771-4465
Dynamic Studio
Sound Quest
5 Glenaden Avenue East
Tbronto, Ontario
Canada M8Y 2L2
(416)234-0347
TheQueslLThxture
COMMODORE MAGAZINE 99
Making It Pay
Continued from page 57
gitized photographs to illastrate your da-
tabase, you might consider to using a vid-
eo camera and a frame grablier to capture j
the images.
Every editor (magazine,
newspaper, book) I know is
looking for fresh, new
computer-related articles.
Writing, Of Course
My own financial independence has
been accomplished by writing. This was a
logical avenue for me since five days a
week 1 do just that for the local newspaper.
I got my foot in the computer-related pub-
lishing world's door by offering programs I
had developed for my personal use for
publication. In the past six years I've been
paid to do that for a half dozen magazines,
newspapers and one book company. Just
because you aren't an expert in machine
language (I'm not) or don't know how to
decipher a circuit board (1 can't either)
doesn't mean you don't have something
worth sharing with other computer enthu-
siast. Everj' editor (magazine, newspaper,
book) 1 know is looking for fresh, new com-
puter-related articles.
The accepted way to get an editor's at-
tention is to send a query letter in which
you introduce yourself, outline the article
you want to write and include the first
page or two (always typed double spaced)
of the text The editor will then respond
with either a yes, no or maybe. More often
it will be a qualified maybe — the editor
will oiTer suggestions on how to slant the
story to suit the publication and ask you
to submit the complete article on specula-
tion. This means you finish the article,
make whatever changes they require and
then if they like it, they will pay And if
you ask for one, most magiizine will send
you a 'Vriter's guideline" which tells you
precisely what the publication requires
from you, what kind of articles they need,
how to format the text, whom it should be
submitted to and whether it should be on
paper or disk.
Like I said, that is the normal submis-
sion mute. But I've had more success sui>
mitting complete articles and reviews
without going the "query letter" route.
What I do is become familiar with the
publication, pick a subject they haven't
covered in the last year or so and drop
what I consider is a finished article on the
editor's desk. I follow each of these sub-
missions with a two-week period of pray-
ing iuid fasting— and about S0% of the
time the editor will buy the article.
Getting the editor lo buy a software re-
view without first querying them is more
of a risk. Every computer magazine pub-
lishes them, so there is a market, but at
this writing there is also an excess of re-
views and a shortage of feature articles.
But again submitting a finished review to
an editor rather than querying them may
be a good approach. Chances are they will
not buy the review, but it serves as an ex-
ample of what they can ex-pect from you.
Along vrith the review, you might include
a list of software and hardwai^e you arc fa-
miliar with and would be willing to re-
view. Don't be surprised if they turn down
the re\iew you submitted but assign you
another to write for publication.
Write About What Interests You
I write about computers because they
are one of my major interests, but you
should write about what interests you
most. Novels take more time and s^veat to
produce and more than luck to get pub-
lished, but they can make you rich in a
hurry (remember the best seller. The
Thorn Birds was Colleen McCullough's
first effort). And don't forget the thou-
sands of special interest magazines (gar-
dening, how-to, fishing, humor, to name a
few). They all need articles, so put your
computer and word processor to work sat-
isfying them and your checking account.
1 think one misconception which keeps
more people finm writing is the idea that
magiizines use only staff writers. That is
not true. Most magiizine ajticles are writ-
ten by non-staffers, most of whom were
not journalism majors but instead have
knowledge in a specific field of interest.
Even newspapers use a healthy number of
fi-eelance writers. And don't be afraid of
being rejected— everyone gets rejection
slips, they are part of the game.
Publicity
Every organization (civic club, profes-
sional societies, political parties, etc.) and
most industries generate tons of news re-
leases every year. If you have any writing
skills and are familiar with the require-
ments of a good news release (if you aren't,
look for reference books on the subject in
your library) yon can pick up some good
money preparing and mailing these re-
leases. Using your computer and printer.
you should be able to chum out personal-
ized cover letters and mass mailings in re-
cord time.
The same organizations who use news
releases probably would be willing to pay
someone to produce professional-quality
newsletters or advertising flyers for them ■
too. Because there is a flood of good desk-
top publishing programs coming to the
market for every Commodore computer,
using them to pay for your system is a
natural. Don't forget churches when you
are drumming up business either' — think
of how many programs are handed out in
every church across America every Sun-
day morning. Many of these are still set
using typewriters and photocopy ma-
chines. Chances are if you can offer them
professional -quality altematives at a rea-
sonable price you'll have more ofTers than
you can accept.
ffyou find you're in need of a Postscript
printer to turn out your publications (and
you probably will if you get serious about
desktop publishing), don't let it sit idle
when you're not using it. These printers
don't come cheap, so don't mias a chance
to recoup your investment. I suggest you
check with the head of your local user's
group and offer to print members' files on
your printer for a dollar or so a sheet. In
no time you should be able to pay off the
printer and turn it into a money-making
investment
Lat>els and Address Lists
You would be surprised how many
small businesses in your town would pay
to have someone prepare and maintain
their mailing list and the gummed labels
associated with them. Urffortunately,
many of the businesses who could benefit
It Is a rare organization,
business, or church which
doesn't use a mailing list,
and all are potential money
makers for your system.
most from direct mailings aren't willing to
devote the time and equipment required
to set up and prepare their own list.
I know one potter here in Asheville who
bought a small computer system specifi-
cally for maintaining a mailing list of his
clientele. For him such lists are a life line
100 MARCH 1989
Making It Pay
which lets him tell his perennial custom-
ers about sales and new items. But six
months after buying his system he decid-
ed it required tflo much of his time to mas-
ter—time he felt would have been better
spend at his craft. Out of frustration he
abandoned the computer and now pays a
ftiend familiar with computers to main-
tain his mailing list and print labels. The
friend does the work in his spare time,
picks up some extra cash (he also gets a
discount on buying pottery) emd the potter
concentrates on his art. Both parties are
happy.
rU bet there are dozens of such "cottage
industry" operators who need the same
help in your town. And don't concentrate
only on family-industries when you think
of mailing list and label usere. It is a rare
organization, business, or church which
doesn't use a mailing list, and all are po-
tential money makers for your system.
Some programmers claim
they have made more
money via shareware than
they have going through
commercial distnbutors.
If you are a database management ex-
pert (or something along that line) you
could pick up some cash keeping track of
other people's data, I know a few profes-
sional photographers who would pay
someone else to organize and cross refer-
ence their collection of photographs. Be-
cause many photographers make their
money selling photos to publishers look-
ing for a particular type of imag^the
better organized their collection of photos,
tiie more sales they can make. By helping
them organize their inventory you can
help them quickly locate and sell specific
pictures (i,e,, four-year-old female feeding
ice cream to large dog). You might consid-
er doing the same type of record-keeping
for mom-and-pop type stores. Most of
them would welcome help solving their
own inventory headaches.
Specialized f^rms
Business and paperwork go hand in
hand. Few business owners can get along
without business forms. Most either hire
printers to set and publish their own or
buy them from forms dealers. But with
your computer, the right software and a
decent printer, you can create these cus-
tom forms in your own home. T\vo useful
programs for such a business which come
to my mind are MkroLawyer for the Com-
modore 128 and Amiga (Progressive Peri-
pherals & Software) and Business Forms
Shop for the Commodore 128 (Spinnaker).
The former generates legal documents
and the latter lets you design and print
business-quality forms for special applica-
tions. For volume printing you'll still have
to take your printouts to a commercial
printer, but you should be able to work out
an arrangement which allows you a com-
fortable mai^n of profit while still deli-
vering personalized and specialized forms
to your client.
More Ink and Paper Ideas
When it comes to moving ideas to paper,
the computer is king. And when you look
around, notice how many items are no
more than printed paper. Look for ways to
duplicate, improve or localize these items.
How many cars on the road have bumper
stickers? You can print those youreelf us-
ing your printer (a color printer offers
more potential) and gummed paper. The
blank gummed paper (it comes in colors)
can be purchased in sizes as small as
8 X 10 inches and in packs starting at
1(X) sheets (check for paper supply houses
in the yellow pages). Again, community
organizations like to offer bumper stickers
to their members, the same is true of
churches and schools. Don't forget the
small markets either. What about desir-
ing and printing business cards, menus,
sale flyers, coupons or letterhead for new
or small businesses?
Writing Software
Another route for income from writing
software is magazines like this. Nearly ev-
ery computer publication prints short util-
ity, productivity and entertainment pro-
gram listings for their subscribers to du-
plicate. The disk-based magazines (like
Loadstar) buy programs too. Normally
they are willing to handle programs that
are too long or complex for paper-based
pubhcations to consider.
Another profitable way to distribute
your software is to upload it to a national
network (like CompuServe or Q-Link) as
"shareware," When you donate your cre-
ations as shareware, you attach a notice
that states it can be shared freely with
anyone with one provision — if the user
finds it usefiil and wants to use it regular-
ly, they are expected to send you a dona-
tion (usually $5-$10), I've talked to some
programmers who claim they have made
more money via shareware distribution
than they have going through atnmiercial
distributors.
But if your programs are of professional
quality, 1 suggest you contact a distributor
first. They are always looking for good
software with a unique twist. But mast of
what they buy is written in machine lan-
guage not BASIC.
When you look around,
notice how many items are
no more than printed
pages. lJ30k for ways to
duplicate these items.
Tax Advantages
Remember, saving money is the same
as making it, and reducing your tax bill is
a good place to start. I'll leave it to your
accountant to tall you exactly how to
avoid pajing taxes using your computer,
but almost every piece of equipment you
purchase which is used in your business
(as a publisher, teacher, printer, program-
mer, etc.) can be depiieciated over several
years to save you tax dollars. You should
keep track of all the equipment and mate-
rial you use to "turn a profit." In most
cases those can be used as deductibles ev-
ery April 15, and will reduce your tax bill.
Castling In
These ideas don't come close to exhaustr
ing the potential uses your computer has
for making money for you in your spare
time. But hopefiilly they have given you
some idea as to how you might squeeze
some greenbacks out of your ovm system.
But don't get the wrong impression out of
all this talk of work and money— I still en-
joy ray computers. I guess you can sort of
compare computers to horses; the same
horse you harness for work can also be
saddled for a leisure ride. Fortunately, the
three computers I use (Commodore 64,
Commodore 128 and Amiga) perform just
as well entertaining as they do working.
And don't tell my wife, but my "work-
horses" wear a .saddle just about as often
as they do a harness when she's not
around — if you know what I mean.
COMMODORE MAGAZINE 101
How 1 Made It Pay
Continued from page 57
space restrictions— most reviews should
fit on a single printed page (if I fail at all,
it is on keeping the last requirement).
Time and space restrictions are a primary
concern with all publications— there is
rarely enough room to put all you would
like to include in any issue or the time to
cover all the new products or develop-
ments. Just like you, publications can't
squeeze more than 24 hours out of a day.
Having answered those questions, the
next 1 am asked is "Wei! if that's true, why
don't you print reviews of software that
stinks?" An editor explained it to me this
way: "There is a limited space for reviews
in each issue. Rather than use that space
to discuss useless software, we believe the
readers would prefer to learn about the ex-
cellent products coming to the market."
That aaswer doesn't normally convince
my strongest critics until I add, "The deal
with the magazine goes like this. If the edi-
tors send me a product for review which I
find lacking, I just tell them how I feel be-
fore writing the review. They then send
me something better to review. Regard-
Iks, I get paid. So, to be very blunt,
whether the software is great or trash is
no skin off my nose (or checking account),"
I think that's a fair policy. And more
than once, the editor and I have discussed
and abandoned a review simply because I
felt the product didn't meet or surpass the
standard established hy similar software
in its category. That doesn't mean that
only glowing reviews make it into print. I
know my review of The $4 Emulator for
the Amiga was not a resounding endorse-
ment for the utility. But because the soft-
ware held so much promise for so many
people we published the review anyway-
including the good and negative remarks.
I think most reputable computer publi-
cations operate with similar guidelines.
But I have written for two pubhcations
which worked a little differently. One ac-
tively solicited negative reviews and the
other (a book publishing company) mixed
the good alongside the bad— both are now
defimct. Maybe there is a moral there.
Maybe people do prefer to read about good
products rather than bad.
The next question people ask is, "Do the
software disbibutors try to influence your
reviews?" Again the answer is no. Over
the last couple of years Fve had the oppor-
tunity to meet many of the movers and
shakers in the sofi^vare industiy, and not
one has tried to persuade me to say any-
thing good about a bad product— or actu-
ally say anything about any product at all
(maybe I should change my mouth
wash?). Each has simply offered software
for consideration and have taken the bad
remarks along with good.
But any software review (like a review
of a play, book or movie) is a personal
opinion— nothing more and nothing less.
Readers should remember that. The only
advantage reviewers have over most end
users is that we usually get a chance to
see more software, so we should be better
able to compare products. But in the end
we simply say good things about what we
!ike and ignore the rest.
Any software review (like a
review of a play, book or
movie) is a personal
opinion — nothing more
and nothing less. Readers
should remember that.
Unfortunately this system doesn't al- j
ways work best for eveiyone. For e-xample: j
one of my all-time favorite war games is \
called Combat Leader. It was released by a
company called Rapid Fire and distribut-
ed by Sfrategic Simulations, Inc. I loved it
; the first time I tried it (1984) and still en-
j joy it today. So I gave it a good review,
i while other reviewers picked it apart. I
think they were wrong, and they think
I'm crazy, I suspect our differences could
all he traced back to what type of software
each reviewer likes and what they expect
to get when they boot it the first time. Re-
views always come down to personal
choice and preference. If you enjoy the
type of software I like, you are going to
agree with most of what I say. If not, you
I should take my reviews with a grain of
I salt.
i Good editors recognize that each re-
: viewer has different interests and assign
I reviews with that in mind. That's why I'm
asked to review productivity software and
war games more often than text adven-
tures. If I enjoy the software I'm review-
ing, ni spend more time with it and the
review should reflect that interest.
The last question I'm asked is where do
I get (spies of the software I review? In the
beginning I bought the software I used.
When I found a program I was enthusias-
tic about, I would offer a review for publi-
cation. About half the tune, the review
would be bought. After a time, the editors
started sending me review copies of what
crossed their desk, and as 1 met people in
the industry, the companies began send-
ing review copies directly to me. Now,
about 80% of what I review comes directly
fitjm the sofl^vare distributors instead of
passing through the magazine's doors
first. Each month I send the editor a list of
software I have on hand which I think de-
serves a review. On the list I grade each
program with stars — one star is poor and
six is excellent. I rarely include a program
that deserves fewer than three stars.
Here's an example:
•kirk-k-k Shakespeare (Desktop
Publishing) Infinity
•••**• Dehi:(d'rodticlions (Tbtal
Video)
Electronic Arts
kkkk Flow (Idea Processor)
New Horizons
••*•• Perfect Sound (Digital
Sound
Sampler) SunRize
k^-k-kk Express Paint (Graphic/
Tfext)
PAR Software
{•kkk = good, kkkk-kk = great)
Like you, I still enjoy working and play-
ing with computers. I got a kick the first
time I touched a keyboard, and I still get
that same pleasure six years later I hope I
never take them for granted or cease to be
amazed with what they can do. Every
time I open a new soft:ware package or
hardware box, I feel a lot like a kid on
Christmas morning. What better job
could a computer lover ask for than to re-
view computer products and software? Q|
Next Month in Commodore Magazine
Titanic: The Quest of the Century
The story behind the software and the adventure, including an
interview with Dr Robert Ballard.
Those Generous Pirates
Who's winning, who's losing and where do you fit in?
It's War, By God!
A complete overview of tactical and strategic war gaming.
Available on newsstands Marcti 21, 1989.
102 MARCH 1989
84 and 128 Software Reviews/Monopoly- 64 and 128 Software Reviews/Alcon-
Continued from page 24
you have to ask for the money just as you
had to with the board game. I'm glad the
people at Leisure Genius chose to leave
this feature just as it is. One of my great-
est joys continues to be able to sneak a
free stay on my sister's hotel -packed Park
Place, just because she is so eager to roll
the dice that she forgets to collect the rent.
There is one thing missing on the 64
version of the game which does exist on
our board game. Over the years my fam-
ily has created a unique rule about Free
Parking which doesn't exist in the official
rules. Any time someone has to pay a pen-
alty or tax, we've always put the money in
the middle of the board, and the first one
to land on FVee Parking got to scoop it up
for themselves, Weil you cannot bend or
create new rules here. Just as you would
expect, the computer forces everyone to
play by the oflicial game rules.
Conclusion
Monopoly has always been a favorite
game around our house. I've always liked
it because it had a great equalizing effect
upon the players — neither age nor degree
of education sways the game in the favor
of any one competitor. But in my opinion
the board-based game had two flaws: it
took a great deal of time to finish a game,
and all the different pieces meant parts
were occasionally lost. The 64 version
takes care of both problems. Because I can
save a game to disk, I don't have to lose
sleep trying to finish a game in one sit-
ting. And because all the parts are com-
puter generated, everything fits neatly on
one floppy disk.
The 64 version of Monopoly
excels in the way it handles
banking and property
transactions.
But, best of all, the 64 version of Mo-
nopoly is exactly that— Monopoly Thank-
fully, everj'one involved with converting
the board game to computer resisted the
temptation of tiying to "improve" on the
perfect game. The basic game is exactly
what you expect it to be. The only
changes — except for a few environmental
"bells and whistles" — are those which
make the game play faster, and allows
you to save a game in progress for future
play. If you are a Monopoly fan, this is
your game. g
Continued from page 28
Each option contains its own inherent
advantages and drawbacks:
• Speed— Increases your ship's overall
maneuverability and can be selected up to
five times. This is by far your most impor-
tant offensive and defensive attribute.
• Shot — Simply reverts your craft back to
its original fire power status.
• Side— Allows you to fire short bursts
emanating fit)m the sides of your crafl:.
Usefiil when moving quickly through
tight alien formations.
• Wing— hicreases the size of your ship
and its firing range. Can be selected up to
three times. Of dubious value. The last
thing you need is to be a bigger target,
• Boml)— Allows you to trigger wide-
spre-ad explosions in fi^nt of your ship,
eliminating most aliens within range.
Excellent weapon for nuking large
clusters of alieas.
• leaser- This projects a steady particle
beam laser in fiont of the ship, instantly
toasting anything in your path. For play-
ers who prefer their aliens flash fried.
• Hominfr Mis-siles— If notliing else, these
aie fun to watch. Simply press the fire
button and watch 'em go! Will home in on
any alien, regardless of their position on
the screen. Veo' useful in later stages of
the game.
• Shields — Offers immunitj' fiiom alien
fire for limited amounts of time, depend-
ing on the number of hits. Learn which
portions of the game Eue insurmountable
without this feature. But remember that
shields will not save you fiiom kamikaze
alien fighters.
The game's mechanics are flawless ex-
cept for one irriUiting detail. In the heat of
battle— believe me, it gets veiy /lof— look-
ing for the spacebar to select a weapon can
be fatiil. When playing with a friend, have
him tap it at the appropriate times. The
solution isn't so simple when playing
alone. Inventive players might find their
elbows, or even their toes, on active duty.
How far does the game go? I've yet to
find any starfighters who've reached the
end, if there is one. Although this is a pat-
tern game— alien positioning never
changes from one game to another — the
challenge never seems to end. The land-
scape never stops changing, featuring new
and deadly t>T3es of aliens: mobile gun
turrets, robot sentries, homing missiles
and , . , who knows?
Akvn is full of delightful surprises and
pleasant friistration. For those who enjoy
pushing themselves beyond the limit, past
known horizons, this is your game. Q
200 PROGRAMS
C-64® & C-I28®
220 Programs on10 Disks
FOR ONLY $39.95
Plus $3,00 S&H {Foreign-$5.00)
<C-128 programs run in the C-128 Mode)
Dear Friend
The offer rflscribed above is not a mlsspfirst.
We will send you ten disks containing 220
tine public domain programs for either the
C-64 or C.128 for only $39.95 (U.S. funds)
plus $3.00 shipping & handling (U.S. and
Canada). Foreign shipping is $5,00.
Please note thai the C-128 programs run in
the C-12a mode anci load in the "burst"
modewilh the 1571 drive.
Public domain programs are programs
which were not copyrighted or which have
been released trom copyright status. Many
were formerly commercial programs, and
many others were written by professional
programmers who released them into the
public domain as a public service.
QUALITY: We have over 3000 public
domain programs for the C-64 and C-128.
We have selected 220 of the best programs
for each computer for this offer. We honest-
ly believe that this is the best software value
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TYPES OF PROGRAMS: Each of
our disks contains a selection of programs
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text); education (including educational
games); home/business; and music.
INSTRUCTIONS: We are the only
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our programs - either as part of the program
itself or In a separate instruction file.
GUARANTEE: We are also the only
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cent restocking tee).
HOW TO ORDER: Use our toll free
number to order and charge it to your VISA
or Mastercard, or send a check or money
order. If ordering be mail, be sure to tell us
which computer you have.
ADDITIONAL INFORMATION: We
have a brochure which contains the disk
directories of all the disks. Write us or circle
our reader service number at the back of
this magazine.
Sincerely,
Lynne Adams
ADAMS SOFTWARE
801 HENRYETTA, SUITE 2
SPRINGDALE, AR 72764
*t Commodiore 04 & 125 ai* trademarks of
Oommodoro Elactfonic& Ud,
PHONE ORDERS: MON-FR], 8-6 CENTRAL
1-800-634-0989
COMIVIODORE MAGAZINE 103
Technology /Looking Ahead
Continued from page 62
can move like a cat from one computer ar-
chitecture and machine language to an-
other, is even more difficult. Once that Is
achieved, the worm wii\ become one of the
most elFectivc spies and saboteur the
world has ever known.
Sabotage and Espionage
Sabotage is a proven concept for com-
puter softw'are. One virus that has been
floating around the Silicon Valley area of
California for a number of years actually
has the ability to overload and overheat
the circuits in certain types of monitors.
This can result in an actual fire, causing
the monitor to burst into flames. This,
though, is an overt, detectable act. Only
simple, subtle changes are required to to-
tally disable certain systems.
Consider this scenario; The world is on
the brink of nuclear war. For whatever
inane reason, the button is pushed and
ICBM's are launched. In the guidance
computers of these ICBM's resides a spe-
cially-designed, worm-like program that
has been covertly implanted by the rival
nation. It has been doing nothing more
than bouncing around available RAM for
years waiting for its moment in the lime-
light. The sudden flurry of activity in the
guidance computer initiates the program's
primary function. Its only task is to inter-
cept the course correction dat<i and
change the sign of the number. If the guid-
ance computer tells the rocket to correct
+ 2 degrees, the worm alters the data to -
2 degrees and the missile complies. The
guidance computer then tries to correct
+ 4 degrees, which is inteipreted as ^ de-
grees. It turns out the missile will begin a
series of dwindling loops until it either
crashes or destroys itself.
Core Wars
Does the concept of worms and viruses
fascinate you? There is a society of
computer programmers just like you
called the International Core Wars Soci-
ety (ICWS). They pit their programming
sidlls in a game called Core Wars, Core
Wars is an outgrowth of a game called
"Darwin" origmally developed in ATT
Bell Labs.
Cftre wars works something like this:
IWo competitors write their own "warrior"
programs. These programs are loaded into
a computer program called an aitjna, or
Core Wars Coliseum. The computer starts
the game by equally dividing computer
time between the two competitors. The
I Does this .?ound like a complex, difficult
' piece of code? How much code does it take
' to change the sign of a number fixim plus
. to minus and minus to plus? Even a
BASIC neophyte could do it in one line.
Worm programs, too, can be very compact.
The smallest yet wiitlcn consumes only
17 bytes! Just think of how difficult it
would be to locate 25 bytes or so of code
that is constantly on the move in RAM.
Those 25 bytes could have the ability to
render even a Cray 2 powerle^ in nanose-
conds.
All modem weaponry is heavily depen-
dent upon computers and on a constant
stream of outside data. The multi-billion-
dollar Strategic Defense Initiative system
could be rendered powerless by one hacker
in his garage with an Amiga 2000. All he
has to do is to load the right program into
the right place at the right time. Since
SDI requires the processing of huge
amounts of data veiy rapidly and accu-
rately, and the shooting of some kind of
weapon that will intercept an incoming
waiiiead barely two feet long, traveling at
nearly 18,000 mph, the slightest gUtch in
the interpretation of this data will mean a
miss.
While sabotage is a possibility, the prob-
able next desired real use of such sophisti-
cated self-moving, autonomous programs
is in espionage, both industrial and poUti-
cal. Undetectable programs could be used
as spies, lying in wait, constantly on the
move, then, when no one is looking, grab
computer code and sneak out undetected.
As Harry Houdini used to say, safes and
locks are designed for keeping people from
breaking in, not breaking out. ff this in-
dustrial spy device could find its way in, it
would be no trick to grab all of the new
drawings from an engineering depart-
ment's CAD directory, wait until after
two programs then compete for more com-
puter time. A winner is declared when one
program forces the computer to allot all of
its time to that program. The other com-
petitor is then "dead."
In tliis anything-goes format, the soft-
ware can reproduce, grab memory, over-
write the other program or do just about
anything it can to force the other competi-
tor out. These characteristics have direct
analogies to worm and virus programs.
Does this sound like a childish game?
Both the Soviet Academy of Science and
the Central Intelligence Agency don't
think so; they are two in a long and distin-
guished list of members. Annual competi-
tions are held that pit the skills of some of
the best programmers in the world.
midnight, then phone them out. No com-
puters require a password or other securi-
ty device to get data out onc« access is at-
tained.
Our little spy could he loaded onto any
nation's defense computer, grab any inter-
esting code it wants, then leave the way it
came in. How to get in? How about via
satellite? Satellites are constantly acquir-
ing data and transferring it to defense
computers. No one would detect an extra
25 or so bytes coming in with the mega-
bytes of data every minute. Once in, com-
ing out could be by the same route, our
spy just directing the backflow of data to
another satellite or diflierent ground-based
computer for a few microseconds.
The act of cracking entry codes is sim-
ply problematic. The writers of commer-
cial software are fully aware of this. For
every copy protection scheme yet devised,
crackers have been able to circumvent the
system. Most commercial software com-
panies have thrown up their hands at try-
ing to protect their software fh)m illegal
copying and now simply put their trust in
people's honesty.
Our little espionage program could get
in anywhere if a suflicient level of sophis-
tication were built into it. Much of the
onus of keeping unwanted worms and vir-
uses fi*om piying their way into the com-
puter lies with the operating system. The
UNIX operating system, it so happens, is
susceptible to such wonns and viruses. A
recent well-publicized, worm invasion that
infected some defense computers exploited
the shortcomings of the UNIX operating
system. Some other operating systems are
I more difficult, but all are eventually
crackable.
K history has taught us anything, it's
that for every sophisticated lock maker,
there is an equally sophisticated lock pick-
For more information, rontact:
International CORE WARS Society
Attn: William R. Buckley
5712 Kern Drive
Huntington Beach, CA 926494535.
For those of you with an IBM co-proces-
sor card, you can write to AMRAN, at
5712 Kern Drive, Huntington Beach, CA
926494535 for their Core War Coliseum
software package. It runs on all IBM-com-
patible computers. The price is $24.95
U.S., and includes a MARS which fully
implements the current ICWS Core Wars
Standard, dubbed CWS'86, and a compan-
ion Redcode Assembler, Documentfition is
not yet available, but the supplier assures
the product is easy to use without printed
assistance. O
104 MARCH 1989
echnology/ Looking Ahead
er ready, willing and able to get to work
rendering the lock maker's latest creation
useless. The same will be true for comput-
er security. No matter how good the secu-
rity of a system or network, there will al-
ways be a way in. These systems are en-
tirely too complex to possibly eliminate
every possible avenue. Let's suppose that
an extemely complex code is required for
access to a critical computer system. Our
espionage worm could be programmed to
lie in wait in a buffer or terminal, con-
stantly on the move and never interfering
with any ongoing work until someone
with the correct acces code logs on. The
espionage program then dashes in when
no one suspects, and just like that, your
little spy is in place ready to steal or alter
anything it wishes.
Can anything be done about this? That
answer is difficult. It may be that nothing
can be done. The lock pickers will advance
at the same rate as the lock makers. The
only avenue seems to be the same avenue
travelled for just about every other crimi-
nal act in the history of man: punishment
for those caught. Whether this is or is not
a deterrent is a subject of debate. After all,
no one ever expects to get caught. The
threat of getting caught may even lend
more excitement to the challenge. Re-
search is being done, however, to use indi-
vidual traits for access of computers.
Things like voice prints and fingerprints
could be used instead of codes. This mere-
ly closes one door. It does nothing for com-
puters on a network or for programs that
can reside in a terminal or buffer until
someone with real clearance lo^ on, when
they sneak in.
For the average computer buff, very lit-
tle can be done to prevent the incursion of
viruses, worms and other sneaky little
computer demons fi:T)m getting into your
system, Eveiy time you log on to a BBS
and download a program or data, you're
open for infection, Eveiy time you use a
disk that is not either new or factory
wrapped, you're exposed. It is entirely pos-
sible that commercial software companies
and hard disk manufacturers could be in-
filtrated and spread the infections with
brand new equipment. Like crossing the
street, or sex in the '80's, there's always a
chance we take in just about everything
we do.
Next month we'll examine voice rect^-
nition systems. We'll take a peek at what's
available now, what's coming soon, and
what you will be able to do with them as
we continue , , . Looking Ahead.
Sanymed/Bomb Busters '
Continued from page 44
When a bomb starts to flash,
you have only a few seconds
to reach it before detonation.
If you are unsuccessful, you
will either be killed or the
landmark will be defaced.
nus screen displays any bonus points from
the previous level. While this is happen-
ing, music plays in the background, and
soft colore scroll across the screen. Then
you will be taken to the next level of play.
lb make you more aware of your cur-
rent status, there are three indicators on
the far right side of the screen. These
show the current score, level and the num-
ber of lives remaining. Also, at the top you
will find the number one high score to re-
mind you how well you stack up against
the best.
Bomb Busters is one of the best strate-
g>'-action games Fve ever played on any
computer system. The increasing difficul-
ty makes it challenging enough to hold
your interest, and after about 50 hours of
play Fve only made it to level 7, Also in-
cluded is a pause option and a top ten of
the best Bomb Busters. The music and
sound effects are perhaps the best to date
for any Amiga game. Its snappy, modem
music makes playing enjoyable (especial-
ly the rap music), I would like to see more
games firom ReadySoft with equally great
modem music. The graphics and special
effects are terrific, teamed with super mu-
sic, making it one of the best original
Amiga games on the market!
Explosion Expulsion: Bomb
Busters Hints
• Tb get the most points, wait until one
of the bombs is flashing. After one has
started flashing, make sure you collect it
first. This is very risky — especially in the
higher levels, but it will give you a lot
more points per bomb.
• TVy not to hit yourself on any struc-
ture surrounding the landmark. If you hit
too many times, a life will be lost, lb pre-
vent this, use less power in your jet pack
by pulling back on the joystick before you
hit the structure,
• It's important to survival to collect
the laughing bonus, lb do this, stand in
one place when it appears, then use your
jet pack to capture it when it gets close
enough. Q
Arithmetic and Fractions
Continued from pagi'G3
The Long Road Home
Computers in Rehabilitative Medicine
At the G,H, Strong Rehabilitation Cen-
ter in Vancouver, British Columbia, occu-
pational therapist Jane Millard uses edu-
cational software to help adults recover
from brain injuries caused by accidents or
strokes.
One of their goals, according to Jane,
"is to show our patients how the problem-
solving approaches they leam here can be
applied to other aspects of their life,"
Stressing that (ximputers are only one
component of a diverse therapy program,
Jane uses computers in the hopes of re-
storing the patients' prior reasoning abili-
ties. Often, it can be a long time in retimi-
ing, "One problem with brain injured peo-
ple is their difficulty in being able to gen-
eralize," she explains, "We show them how
to take what they leam and apply those
skills to everyday activities when they re-
turn home."
One reason Jane uses computers is be-
cause they are non-judgemental. Another
is that patients often experience a sense of
accomplishment knowing they can control
a sophisticated high-tech device. That, in
turn, contributes to their self esteem.
Early on, she became dissatisfied with
some of the software specifically designed
for rehab medicine, so she searched out al-
ternate sources.
One program she turned to is Strawber-
ly Hills Software's Surrounding Patterns.
When we tested Surrounduig Patterns we
were intrigued with the mathematical
precision employed in encouraging pat-
tern recognition and duplication.
By using different colored shapes (like
blocks and triangles) the patient must re-
create a given pattern in an adjacent grid.
The patterns range from simplistic to ex-
tremely complex, and the program in-
cludes a create-your-own-design feature.
By emphasizing perceptual, cognitive
skills, Surrounding Patterns develops spa-
tial relationship and problem-solving
abilities.
An intense yet colorful pattern-recogni-
tion program, this is the most versatile
we've seen. Seeing it in the light that Jane
Millard does, we think it's suitable for
classroom use as well aa for learning-dis-
abled children.
Surrounding Patterm
Publisher: Strawberry Hill Software
(604) 594-5947
Price: $55.00 (Tsacher's Edition)
$19,99 (Home Edition) B
COMMODORE MAGAZINE 105
HOW TO ENTER PROGRAMS
The programs which appear in this
magazine have been run, tested and
checked for bugs and errors. After a pro-
gram is tested, it is printed on a letter
quahty printer with some formatting
dianges. This listing is theu photo-
graphed directly and printed in the maga-
zine. Using this method ensures the most
error-free program listings possible.
Whenever you see a word inside brack-
ets, such as [DOWN], the word represents
a keystroke or series of keystrokes on the
keyboai-d. The word iDOVVN] would be
entered by pressing the cui-sor-down key.
If multiple keystrokes are required, the
number will dii-ectly follow the woi'd. For
example, ID0WN41 would mean to press
the cursor-down key four times. If there
are multiple words within one set of
brackets, enter the keystrokes directly
after one another For example, IDOWN,
RIGHT2I would mean to press the cursor-
down key once tind then the cursor-right
key twice. Note: Do not enter the commas.
hi addition to these graphic sjTfibois,
the keyboard graphics are all represented
by a word and a letter. The word is either
SHFT or CMD and represents the SHUT
key or the Commodore key. The letter is
one of the letters on the keyboard. The
combination ISHFT E| would be entered
by holding dovm the SHIFT key and
pressing the E. A number following the
letter tells you how many times to typo
the letter. For example, ISHFT A4,CMD
B3I would mean U) hold the SHIFT key
and press the A ibur times, then hold
down the Commodore key and press the
B three times.
The following chart tells you the keys to
press for any wonJ or woi'ds inside of
brackets. Refer to this chart whenever you
aren't sure what keys to press. The litUe
graphic next to the keystrokes shows you
what you will see on the screen.
SYNTAX ERROR
This is by far the most common error
encountered while entering a program.
Usually (sorry folks) this means that you
have typed something incorrectly on ^e
line the syntax error refers to. If you get
the message "?Syntax Error Brejik In
Line 270", type LIST 270 and press
RETURN. This will list line 270 to the
screen. Look for any non-obvious mis-
takes like a zero in place of an or vice-
versa. Check for semicolons and colons re-
versed and extra or missing parenthesis.
All of these things will cause a syntax
error.
There is only one time a syntax error
will tel! you the "wrong" line to look at. If
the line the syntax error refers to has a
function call (i,e,, FN A(3)), the syntax
error may be in the line that defines the
function, rather than the line named in
the error message. Look for a line near
the beginning of the program (usually)
that has DEF FN A(X) in it with an equa-
tion following it. Look for a typo in the
equation part of this definition.
ILLEGAL QUANTITY ERROR
This is another common eiTor mes-sage.
This am also be cau.sed by a typing error,
but it is a little harder to find. Once again,
list the line number that the eiTor mes-
sage refers to. There is probably a poke
statement on this line. If there is, then the
error is referring to what is trj-ing to be
poked, A number must be in the range of
UTiSHIFTED CLfV HOME
SHIFTED CtJKHOME
||''1H0ME|
n -|CLEAfl|
Q "iDOWNI" "CURSOR DOWN
Q-IOPV-CJRSORUP
|] "tBJGHD" -CURSOR BIO BT
n "iLErn"-amsoBLEFT
[3 -IRVS]- -CONTROL 9
H '[RVOFFr-CONTROLO
E] '[BLACKr' -CONTROL 1
[I "[WHR^l -CONTROL 2
H "1RED1'= CONTROL 3
n 'ICyANl" -CONTROL A
D ■■[Fll" -Ft
^■■|F2I"-F2
g'|nr-F3
n ■■|F4|"-F4
[] • |FS|- -ra
W-|F6r-ra
|]"[F7|'--F7
[|"|Far'-FB
^■■IPOUNDr'-ENQUSH
POUND
□ ■■jSHfT'l-- PI SYMBOL
|GRAY31"-COMMOEORE8 |t| "ri" -UP ARROW
GRAPHIC SYMBOLS WILL BE REPRESENTED AS EITHER THE LETTERS
SHFT (SHIFT) AND A KEY ("[SHFT Q.SHFT J, SHFT D.SHFT SI") OR THE
LETTERS CMDR (COMMODORE) AND A KEY C'lCMDR Q.CMDR
G.COMDR V,CMDR H|"). IF A SYMBOL IS REPEATED, THE NUMBER OF
REPITITIONS WILL BE DIRECTLY AFTER THE KEY AND BEFORE THE
COMMA C'lSPACEa.SHFT S4,CMDR M2r').
a ■■[PURPLEI-" CONTROLS
n ■iGREENr -CONTROL 6
H •■iBLUE|" = C0K'TROL7
H -lYELLOWl'-^COfrrROLS
n -lOHANGEr^ COMMODORE I
P ■■[BR0WNr-C0MM0D0HE2
n-jL RED]" -COMMODORE 3
n ■IGRAYll" "COMMODORE 4
M IGRAVZr- COMMODORE 5
I] "IL. GREEN|'= COMMODORE 6
n -[L BLUEl- = COMMODORE 7
£3
zero to 255 to be poke-able. For example,
the statement POKE 1024,260 would pro-
duce an illegal quantity error because 260
is greater than 255,
Most often, the value being poked is a
variable (A,X...). This error is telling you
that this variable is out of range. If the
variable is being read from data state-
ments, then the problem is somewhere in
the data statements. Check the data
statements for missing commas or other
typos.
K the variable is not coming from data
statements, then the problem will be a lit-
tle harder to find. Check each line that
contains the variable for typing mist*ikes.
OUT OF DATA ERROR
This error message is always related to
the data statements in a program. If this
error occurs, it means that the program
has run out of data items before it was
supposed to. It is usually caused by a prob-
lem or typo in the data statements. Check
first to see if you have left out a whole line
of data. Naxt, check for missing rammtis
between numbers, Reading data from a
page of a magazine can be a strain on the
brain, so use a ruler or a piece of paper or
anything else to help you keep track of
where you are as you enter the data.
OTHER PROBLEMS
It is important to remember that the 64
and the PET/CBM computers will only ac-
cept a line up to 80 chai'acters long, Tlie
VIC 20 will accept a line up to 88 charac-
ters long. Sometimes you will find a line
in a program that runs over this number
of characters. This is not a mistake in the
listing. Sometimes programmers get so
carried away crunching programs that
they use abbreviated commands to get
more than 80 (or 88) characters on one
hne. You can enter these lines by abbrevi-
ating the commands when you enter the
line. The abbreviations for BASIC com-
mands are on pages 133-134 of the VIC 20
user guide and 130-131 of the Commodore
64 user's guide.
If you type a line that is longer than 80
(or 88) characters, the computer will act as
if everything is ok, until you press RE-
TURN, Then, a syntax error mW be dis-
played (without a line number). Many
people write that the computer gives them
a syntax error when they type the line, or
that the computer refuses to accept a line.
Both of these problems are results of typ-
mg a line of more than 80 (or 88) charac-
ters.
106 MARCH 1989
How to Enter Programs
THE PROGRAM WONT RUN!!
This is the hardest of problems to re-
solve; no error message is displayed, but
the program just doesn't run. This can !»
caused by many small mistakes typing a
program in. First check that the program
was written for the computer you are us-
ing. Check to see if you have left out any
lines of the program. Check each line of
the program for tjTws or missing parts. Fi-
nally, press the RUN/STOP key while the
program is "running". Write down the line
the program broke at and try to follow the
program backwards from this point, look-
ing for problems.
IF ALL ELSE FAILS
You've come to the end of your rope.
You can't get the program to run and you
can't find any enxjrs in your typing. What
do you do? As always, we suggest that you
try a local user giDup for help. In a group
of even just a dozen members, someone is
bound to have typed in the same program.
The user group may also have the pro-
gram on a library' disk and be willing to
make a copy for you.
If you do get a working copy, be sure to
compare it to your ovvm version so that you
can learn from your errore and increase
you understanc^ng of programming.
If you live in the country, don't have a
local user group, or you simply can't get
any help, write to us. If you do vmte ta us,
include the following information about
the program you are ha\ing problems
with:
The name of the program
The issue of the magazine it was in
The computer you are using
Any error messages and the line
numbers
Anything displayed on the sateen
A printout of your listing (if
possible)
AU of this information is helpful in an-
swering your questions about why a pro-
gram doesn't work. A letter that samply
states "I get an error in line 250 whenever
I run the program" doesn't give us much
to go on. Send your questions to:
Commodore Magazine
1200 Wilson Drive
West Chester, PA 19380
ATTN: Program Problem
Have fun with the programs! Qf
HOW TO USE THE MAGAZINE ENTRY PROGRAMS*
The Magazine Entry Programs on the
next pages are two BASIC machine
language programs that will assist you in
entering the progi*ams in this magazine
correctly. There are versions lor Ixith the
Commodore 64 and the Commotiore 128,
Once the program is in place, it works iLs
magic without you having to do anything
else. The program will not let you enter a
line if there is a typing mistake on it, and
better yet, it identifies the kind of error for
you.
Getting Started
T^pe in the Magazine Entry Program
carefiilly and save it as you go along I just
in case). Once the whole program is typed
in, save it again on tape or disk. Now
RUN the progrtun. Tlie wort! POKING
will appeiu' on the top of the scI^'en with a
number. The number will increment from
49152 up to 49900 (4864-5545 on the 128)
and just lets you know that the program is
ruiming. If everything is ok, the program
will finish running and say DONE. Then
type NEW. If there is a problem with the
data statements, the program will tell you
where to find the problem. Othenvise the
program will say "mistiike in data state-
ments." Check to see if commas are miss-
ing, or if you have used periods instead of
commas. Also check the individual data
items.
Once the program has run, it is in
memory ready to go. To activate the pro-
gram type SYS49152 (SYS48f>4 on the
128), and press RETURN, You are now
ready to enter the programs from the
magazine. To disable the Entry Program,
just type KILL | RETURN! on the 64 or
SYS4867 on the 128,
The checksums for each line are the
same foi- both the 64 and 128, so you can
enter your 64 progi-ams on the 128 if you'd
like.
Typing the Programs
All the BASIC program listings in this
magazine that are for the 64 or 128 have
an apostrophe followed by four letters at
the end of the line (e.g., 'ACDF). If you
plan to use the Magazine Entry Program
to enter your programs, the apostrophe
and letters should be entered along with
the i^est of the line. This is a checksmn
that the Magazine Entry Program uses.
Enter the line and the letters at the end
and then press RETLTIN, just as you nor-
mally would.
If the line is entered correctly, a bell is
sounded and the line is entered into the
computer's memory (without the charac-
ters at the end).
If a mistake was made while entering
the line, a noise is sounded and an error
message is displayed. Read the error mes-
sage, then press any key to erase the mes-
sage jrnd oon-ect the line.
IMPORTANT
If the Magazine Entry Program sees a
mistake on a line, it does not enter that
line into memory. This makes it impossi-
ble to enter a line incorrectly.
Error Messages and
What They Mean
There are five error messages that the
Magazine Entry Program uses. Here they
are, along with what they mean and how
to fix them,
NO CHECKSUM: This means that you
forgot to enter the apostrophe and the four
letters at the end of the line. Move the
cursor to the end of the line you just typed
and enter the checksum,
QUOTE: Tliis means that you forgot {or
added) a quote mark somewhere in the
hne. Check the line in the magazine and
correct the quote.
KEY^VORU: This means that you have
either forgotten a command or spelled one
of the BASIC keywoitls (GOTO,
PRINT , , ) incon'cctly. Check the line in
the magazine again and check your spell-
ing,
# OF CHARACTERS: This means
that you have either entered extra charac-
ters or mis.sed some chiu^acters. Check the
line in the magazine again. This error
message will also occur if you misspell a
! BASIC command, but create another
kev^vord in doing so. For example, if you
mi'sspell PRINT as FRONT, the 64 sees
the letter P and R, the BASIC keywoi-d
j ON and then the letter T. Because it sees
the keyword ON, it thinks you've got too
many characters, instead of a simple mis-
spelling. Check spelling of BASIC com-
mands if you can't find anything else
wrong.
UNIDENTIFIED: This means that you
have either made a simple spelling error,
you typed the wrong line number, or you
typed the checksum incorrectly. Spelling
errors could be the vm)ng number of
spaces inside quotes, a variable spelled
wrong, or a word misspelled. Check the
line in the magazine again and con'ect the
mistake, M
COMMODORE MAGAZINE 107
Magazine Entry Program — 64
The Magaimc En\r/ Programs arc available on disk, along with other prugtam^^ in this magazine,
for S9.91 To order, contact Loadstar at I -BOO- 83 1-2694.
10 PRINT" [CLEAR] POKING -",*
20 P=49152 :REM $C000 (END AT
49900/$C2EC)
30 READ A$:IF A§="END"THEN 110
40 L=ASC(MID$ (A$,2,l) )
50 H=ASCtMID$ tA$,l, 1} )
60 L = L-48:IF L>9 THEN L="L-7
70 H=H-48:IF H>9 THEN H=H-7
80 PRINT" [HOME, RIGHT121 "P;
90 IF H>15 OR L>15 THEN PRINT
:PRINT"DATA ERROR IN LINE";
1000 + 1 NT {(P-49152)/B) :STOP
100 B=H*16+L:P0KE P,B:T=T+B: P=P+1
-.GOTO 3
110 IF TO86200 THEN PRINT
:PRINT"MISTAKE IN DATA --> CHECK
DATA STATEMENTS" : END
120 PR I NT" DONE": END
1000 DATA 4C,LF,C0, 00, 00, 00,00,04)
1001 DATA 00,00,00,00,00,00,00,21
1002 DATA C1,27,C1,2F,CL,3F,C1,4C
1003 DATA C1,EA,EA,EA,4C,54,C0,A2
1004 DATA O5,BD,19,C0, 95,73,CA,10
1005 DATA F8, 60, 60, A0, 03,89,00,02
1006 DATA D9,04,C1,D0,F5,88,10,F5
1007 DATA A0,05,B9,A2,E3,99,73,00
1008 DATA 88,10,F7,A9,00,8D,18,D4
1009 DATA 4C,EF,C0,E6,7A,D0,02,E6
1010 DATA 7B,4C,79,00,A5,9D,F0,F3
1011 DATA A5,7A,C9,FF,D0,ED,A5,7B
1012 DATA C9,01,D0,E7,20,2B,C0,AD
1013 DATA 00, 02, 20, 74, C0, 90, DC, A0
1014 DATA 00, 40, A9, CI, C9, 30, 30, 05
1015 DATA 09, 3A, 10, 02, 38, 60, 18, 60
1016 DATA C8,B1,7A,C9, 20, 00,03,08
1017 DATA D0,F7,B1,7A,60,18,C8,B1
1018 DATA 7A,F0,37,C9,22,F0,F5,6D
1019 DATA 03,C0,8D,03,C0,AD,04,C0
1020 DATA 69, 00, 80,04,00, 40, 8E,C0
1021 DATA 18, 6D, 05, C0, 80,05,00,90
1022 DATA 03,EE,06,C0,EE,09,C0,4C
1023 DATA OE, 01, 18, 60, 08, 00, 80, 08
1024 DATA C0,90,03,EE,07,O0,EE,0A
1025 DATA O0,60,0A,A8,B9,0F,C0,85
1026 DATA FB,B9,10,C0,85,PC,A0,00
1027 DATA A9,12,20,O2,FF,Bl,FB,F0
1028 DATA 06,20,D2,FF,O8,D0,F6,20
1029 DATA BO,O2,20,E4,FF,F0,FB,A0
1030 DATA 18,B9,08,C1,20,D2,FF,88
1031 DATA 10, F7, 68, 68, A9, 00,80,00
1032
DATA
02
,40,
1033
DATA
91
,91,
1034
DATA
20
r20.
1035
DATA
20
,20,
1036
DATA
00
,51,
1037
DATA
45
,59,
1038
DATA
20
r4F,
1039
DATA
41
,43,
1040
DATA
4E
,49,
1041
DATA
49
,45,
1042
DATA
48
,45,
1043
DATA
C8
,B1,
1044
DATA
09
,10,
1045
DATA
88
,88,
104 6
DATA
13
,A9,
1047
DATA
Bl
,7A,
X048
DATA
04
,00,
1049
DATA
C0
rA0,
1050
DATA
03
,F0,
1051
DATA
B9
,40,
1052
DATA
08
,D0,
1053
DATA
02
,A0,
1054
DATA
80
-30,
1055
DATA
85
r02.
1056
DATA
89
rOl,
1057
DATA
7B
,20,
1058
DATA
C0
rF0,
1059
DATA
A8
00,
1060
DATA
06
20,
1061
DATA
BA
C0,
1062
DATA
00,
02,
1063
DATA
18,
60,
1064
DATA
EF
01,
1065
DATA
90
00,
1066
DATA
F4
60,
1067
DATA
90
09,
1068
DATA
19
r90,
1069
DATA
02
.AD,
1070
DATA
00
AD,
1071
DATA
AD
,04,
1072
DATA
00
,68,
1073
DATA
AD
,00,
1074
DATA
00
38,
1075
DATA
C0
4C,
1076
DATA
41
,80,
1077
DATA
19
90,
1078
DATA
02
,A0,
107 9
DATA
C0
A0,
1080
DATA
03
D0,
1081
DATA
3D,
03,
1082
DATA
CD
3E,
1083
DATA
CD
3F,
1084
DATA
40
4B,
1085
DATA
00
A9,
1086
DATA
04
A9,
1087
DATA
8D
18,
1088
DATA
81
20,
1089
DATA
02,
4C,[
1090
DATA
11,
20, [
1091
DATA
02,
A9,
1092
DATA
04,
04, J
1093
DATA
FD,
CA,[
,74,A4,4B,49,4C,40
,00,20,20,20,20,20
,20,20,20,20,20,20
,20,20,20,20,20,91
,55,4F,54,45,00,4B
, 57, 4F, 52, 44, 00, 23
,46,20,43,48,41,52
,54,45,52,53,00,55
, 44, 45, 4E, 54, 49, 46
,44,00,4E,4F,20,43
,43,4B, 53,55, 40,00
,7A,D0,FB,84,FD,O0
, 03, 4C, 84, CI, 88, 88
, 88, B1,7A, 09,27,00
,00,91,7A,C8,A2,00
,9D, 3O,03,O3,E8,E0
,F5,60,A9,04,4O,CA
,00,89,00,02,99,40
,F0,C8,D0,F5,A0,00
,03,F0,E6,99,00,02
,F5, 20, 96, 01, 40, 12
, 09, A9, 00, 99, 03, 00
,03,88,10,F7,A9,80
,A0, 00, 20, 58, 01, 20
,20,ED,C1,E6,7A,E6
,7O,A5,A0,00,20,80
, 00, 24, 02, F0, 06, 40
, 40, OE, 01, 09, 22, 00
, 80, 00, 40, OE, 01, 20
,4C,CE,C1,A0,00,B9
,20, 74, 00, 08, 90, 0A
, 07, C0, 80, 07, 00, 40
, 88, A2, 00, 89,00,02
,02,F0,04,E8,O8,D0
, 18, AO, 09, 00, 69, 41
,C0,38,AD,0A,O0,E9
, 06, 80, 0A, 00, 40, 10
,0A,C0,69,41,3D,0A
,03,00,60,05,00,48
,C0,6D,06,OO,8D,0C
, 60,08,00, 80, 0B,C0
,C0,6D,07,C0,8D,0C
,E9,19,90,06,8D,0C
,52, 02, AD, 00,00,69
,0C,C0,AD,0B,C0,E9
, 06, 8D, 06,00,40,67
,08, 00,69,41, 80, 0B
,01,AO,09,C0,CD,3O
, 20, 08, AD, 0A, 00, 00
, 00,17,09, AD, 0B, 00
, 03, 00, 0E, AD, 00, 00
,03,00,06, 20, CO, 02
, 00,98,48, 68, 4C,CA
,20,80,00,04,80,01
,09,8D,05,D4,A9,0F
,D4,60,20,A9,O2,A9
,OF,C2,A9,8O,20,OF
,O9,C2,20,A9,C2,A9
,DF,C2,A9,10,20,OF
,00,80,04,04,60,80
,A2, 70, A0, 00,88,00
,O0,FA,60,END iiip
108 MARCH 1989
Magazine Entry Program — 128
5 TRAP 200
10 PRINT" [CLEAR] POKING -";
20 P=4864 :REM $1300 (END AT
5545/S15A9)
30 READ A$:IF A$="END"THEN 110
80 PRINT" (HOME, RIGHT12] "P;
100 B=DEC(A$) :POKE P, B : T=T+B : P=P+1
:GOTO 30
110 IF T059382 THEN PRINT
:PRINT"MISTAKE IN DATA — > CHECK
DATA STATEMENTS" : END
120 PRINT"DONE":END
200 PRINT: PRINT"DATA ERROR IN LINE";
1000+INT({P-4864)/8> : END
1000 DATA 4C,1E,13,4C,3A,13,00,00
1001 DATA BE, 00, F7, 00, 42, 41, 51, 57
1002 DATA 00, 00, 00,43,08, 14, 0E, 14
1003 DATA 16,14, 25, 14, 33, 14, A9, 00
1004 DATA 80, 00, FF, AD, 04, 03,80,12
1005 DATA 13, AD, 05, 03, 80, 13, 13, A2
1006 DATA 4A,A0, 13, 8E, 04 ,03,80,05
1007 DATA 03, 60, AO, 12, 13, 80, 04, 03
1008 DATA AD, 13, 13, 80,05,03, 60, 6C
1009 DATA 12,13,A5,7F,O0,F9,AD,00
1010 DATA 02,20,5B,13,90,F1,A0,00
1011 DATA 4C, 6F, 14, C9, 30, 30,06,09
1012 DATA 3A, 10, 02, 38, 60, 18, 60, C8
1013 DATA 81, 3D, C9, 20, 00,03,08,00
1014 DATA F7,Bl,3D,6a,18,08,Bl,30
1015 DATA F0,35,C9,22,F0,F5,6D,06
1016 DATA 13, 80, 06, 13, AO, 07, 13, 69
1017 DATA 00,80,07,13,40,75,13,18
1018 DATA 60,08,13,80,08,13,90,03
1019 DATA EE,09,13,EE,0C,13,60,18
1020 DATA 6D, 0B, 13, 80, 0B, 13,90,03
1021 DATA EE,0A,13,EE,0D,13,60,0A
1022 DATA A8,B9,14,13,85,FB,B9,15
1023 DATA 13,85,FC,A0,0fl,8C,00,FF
1024 DATA A9,12,20,D2,FF,B1,FB,F0
1025 DATA 06,20,D2,FF,C8,O0,F6,20
1026 DATA 79,15,20,A3,15,20,E4,FF
1027 DATA F0,FB,A0,1B,B9,EF,13,20
1028 DATA D2,FF,88,10,F7,68,68,A9
1029 DATA 00, 80,00,02, 40,37,40, 91
1030 DATA 91,00,20,20,20,20,20,20
1031 DATA 20,20,20,20,20,20,20,20
1032 DATA 20,20,20,20,20,20,91,00
1033 DATA 51, 55, 4F, 54, 45, 00,48,45
1034 DATA 59, 57, 4F, 52, 44, 00, 23, 20
1035 DATA 4F, 46, 20, 43, 48, 41, 52, 41
1036
1037
1038
1039
1040
1041
1042
10^3
1044
1045
1046
1047
1048
1049
10 5
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
43,54,45,52,53,00, 55, 4E
49, 44, 45, 4E, 54, 49, 46, 49
45,44,00,4E,4F,20,43,48
45, 43, 4B, 53, 55, 40, 00, 08
Bl,3D,D0,FB,9e,30,04,C9
06,30, IE, 88, 88, 88, 88, 88
B1,3D,C9,2 7,D0,13,A9,00
9I,3D,ce,A2,00,Bl,3D,9D
00,0B,C8,E8,E0,04,O0,F5
60, 40,50,15, 40, C5, 14, A0
9,A9,0 0,99,06,13,8D,0
0B,88,10,F7,A9,80,85,FD
A0,00,2 0,3F,14,20,AE,14
20,0D,43,84,FA,A0,FF,20
67,13,F0,O8,2 4,FO,F0,06
20, 8F, 13, 4C,8F, 14,09,22
O0,06,20,74,13,4C,8F,14
20,9F,13,4C,8F,14,A0,00
89, 00, 02, 20, 58, 13, C8, 90
0A,18,6D,0A,13,8D,0A,13
40, 80,14,88,60, 18, AD, 00
13, 69, 4 1,80,00,1 3, 38, AD
00, 13, E9, 19, 90, 06, 3D, 00
13,4C,CF,14,AO,0O,13,69
41, 80,00,13, AD, 06, 13,60
08, 13, 48, AD, 07, 13,60,09
13, 80, 0F, 13, 68,60,08,13
8D,0E,13,AD,0F,13,6O,0A
13,8D,0F,13,38,E9,19,90
06,8D,0F,13,4O,05,15,AD
0F,13,6 9,41,8D,0F,13,AD
0E,13,E9,19,90,06,8D,0E
13, 40, lA, 15, AD, BE, 13, 69
41,8D,0E,13,A0,01,AD,0C
13, CD, 00, 08, 00, 20, 08, AO
0D,13,CO,01,OB,D0,17,C8
AD,0E,13,CD,02,0B,OO,0E
AO,0F,13,CO,O3,0B,D0,06
2 0,89, 15, A4, FA, 60, 98, 48
68,4C,AF,13,A9,04,4C,AF
13,A9,00,8D,00,FF,A9,20
8D,00,O4,8O,01,D4,A9,09
8D,05,D4,A9,0F, 80,18,04
60, 20,61, 15, A9, 81, 20, 90
15, A9, 80, 20, 90, 15,40,96
15,20,61, 15, A9, 11, 20, 90
15, A9, 10, 20, 90, 15, A9, 00
BO,04,O4,60,8D,04,D4,A2
70,A0,00,88,D0,FD,OA,D0
FA, 60, END
END
COMMODORE MAGAZINE 109
Attention
Programmers
Have you written a
program ttiat you would
like to share witti others
— and make a little
money while you're at it?
Commodore
Magazine
is now
accepting
quality
programs.
• A BASIC routine for
handling a difficult
problenn
• A project ttiat uses the
Commodore 64, 1 28
or Amiga
• A game ttiot is sure to
win over the world
• A utility for heiping with
mundane chores
• A machine language
routine to make
programming easier
Send for your
Guidelines for Writers
today!
Commodore Magazine
1200 Wilson Drive
Westchester, PA 19380
ATTN: Technical Editor
WordPerfect Library
Continued from page 39
not sure which) locks the pad as a numeric
input device (not editing tools).
Conclusion
When I hmke the seal on the Libimy
package, 1 wasn't sure I would find any-
thing unique or useful inside. I already
owned a good database, an excellent file
management program and Workbench
comes with a calculator. So I figured the
only thing I'd find interesting in the col-
lection of programs would be Program
Editor and Calendar. 1 was wrong.
Notebook (while not comparable to a
business-quality database) is useful, func-
tional and amazingly easy to use.
Program Editor has all the features and
editing tools I need. It is designed to be as
easy to use as a word processor, and I sus-
pect many users will use it for writing let-
ters and forms, hi fact, part of this review
was written using it.
I wasn't thrilled with File Manager,
mainly because it uses only one window. It
will never replace my favorite DOS utility
program, but it has plenty of options and
should be able to handle the disk manage-
ment chores of most users. Its inclusion is
definitely a plus, but I wouldn't go out and
buy Library just to get it.
On the other hand, Calendar, with its
alarm function, is a delightfully usefiil
program. I suspect this one will get plenty
of wear and tear fixim me for a long time
into the future.
TIk three modes of Calculator will in-
terest people like math teachers, accoun-
tants and bank presidents, but my needs
for the advanced functions offered here
are limited.
'ITie program disk comes with an excel-
lent 600-page manual which identifies the
Library as another premium offering fiT)m
the WordPerfect Corporation. The setup
and operation of each individual program
is fiilly described in the manual, and each
includes a separate tutorial. Plus the user
car access on-screen help for each pro-
gram by pressing the HELP key. And if
that isn't enough, registered owners !"e-
ceive the same free telephone assistance
WordPerfect ov\Tiers have been spoiled
with for years.
All in all I found Library an excellent
addition to my own business software li-
brary. Even at its retail price, it is a bar-
gain for those who need one or more of the
utilities it contains. My only regi^t is that
it does not include a miniature spread-
sheet of some sort which would have put
the gilding on an already excellent collec-
tion of software. B
Software Reviews/Award Maker Pius —
Contiiuied from /mge 30
Color can also play an important role in
yoiu- document's appearance, so 14 differ-
ent hues are available for your border. A
four-banded color ribbon will give you ac-
cess to the full spectrum offered, with
three-banded ribbons giving you half the
choices. But even if you only have a black
and white printer, you can obtain a simi-
lar result by swapping different ribbons.
You first print a colored border, then roll
the paper back and run it through again
with another ribbon for the rest of the cer-
tificate.
Finally, the user is called upon to capsu-
lize the reason for honoring the recipient
in the award's Main Tfext area. In this
most important body of the document, the
imagination can run free, setting a mood
as serious or off beat as desireKl. With the
emp!o3mient of word wi'ap, automatic cen-
tering and a few easy-to-use editing keys,
the text-entering process is made effort-
less. Even those new to computing vnW
find operations smooth and easy. Once
this phase is completed, the document is
ready to be printed.
The "endless hours of use"
this package promises will
be used to design and
create, not decipher and
construe operations.
This program's exceptional ease of use
is evident throughout the entire creative
process; fixim the beginning, where an en-
thusiastic instruction book greets and ori-
ents the user, to the end, where a well-
stocked menu helps you to configure
Award Maker Plus to mateh your printer
and interface. The "endless hours of use"
tfiis package promises will be used to de-
sign and create, not decipher and construe
operations.
The finished product that Aivard Maker
Phts delivers is truly of eye-catching pro-
fessional quality Baudville stops at noth-
ing to add an air of authenticity to your
certificate. The package comes complete
with twenty gold-embossed press-on seals
for decoration, and even supplies an order
form which you can mail away for pin-feed
French parchment paper. It's as close to
the reiil thing as you can get.
Well done, Baudville. Give yourself a
well deserved pat on the back. Or better
yet...
Editor's Note: An Amiga uersion o/" Award
Maker Plus is now available for $49S5. [|
no MARCH 1989
Gold Mine
Condrt uedfrom page 1 5
Lode Runner III: Hold down COMMODORE/F and you can get
up to 256 guys, or hold down COMMODOREAJ and you can
move to the next level.
JbmEddy
Streetsboro, OH
Maniac Mansion: Alwaj-s bring Bernard into the house with
you. He knows about electronics and can be ver>' useful. First
have him open the Old-Fashioned Radio and take out the Tbbe.
Then, if you can open the Outer Door in the Dungeon, have Ber-
nard put the Tbbe in the 'Ribe Socket in the Radio in the Green
Tfentacle's room. Use the Radio and enter the number 1977. The
Meteor Police will answer and come to the Mansion.
I wish I could tell you how to open the door in the dungeon,
but I haven't figured out how yet.
If you pull the Gargoyle on the right side on the bottom of the
staire, the door without a handle will open. Have a different
character walk through it. TVun on the Light and walk to the left
to get the Key. If you turn off the Circxiit Breakers, be sure to
turn them back on after the Cut Scene, or the house will be de-
stroyed in a nuclear meltdown, lb get past the Green Tfentacle,
give him the bowl of Waxed Fruit and Fruit Drinks.
Jason AUen
Boulder, CO
Missile Finder: During the end of the boost phase you can find
missiles easily. Call up the EML in the sector where you use the
OLR, if you have not destroyed the missiles you can use this
method.
Second, go to the right of the screen. This makes sure you
don't get hit by the attack rockets. Fire a laser across the screen.
If the laser goes downward the missiles should be down, if it goes
up it should be up.
When using the FEI, EML or NPB, always stay to the right so
you don't get hit by an attack rocket.
Gerr^'Tablada
Address Unknown
Montezuma's Revenge: If you lose all your lives on the first lev-
el, just push the fire button. You'll receive five extra lives, and
any treasures you had will still be in your inventory. You can
only do this once, and only on the first level.
CtiffWaU
Mulberry, AR
One Man and His Droid: The passwords Commodore and Bub-
ble will start you on the second level.
Jeremy Hubble
Belton, TX
Planetfall: You can get the key for the padlock by waving the U-
shaped bar over the crevice. Tkke the ladder to the rift, drop it
in, extend it, and move it over the rift. You can cross the rift any
time you want to. Upper elevator, kitchen and shuttle cards are
found north of the rift.
Floyd has the lower elevator card. Just turn him off and open
compartment. Then at the second complex, you can get the
cards in the bio-lab by examining the door. Floyd will go in and
get it for you. The repair room has a small door in the north end
of the room. You can't fit through it, but Floyd can. Tfell him to
go through the doorway, and he vrill tell you what is in that
room. You can tell hrni to get anything that's in there.
Chad Schmitt
Address Unknown
Skate or Die: The world records arc stored at track 35, sector 16
of side 1. You can u.se your favorite disk editor to make any
changes. As always, these changes should be made on a backup
disk, since one false move can ruin tiie diskette.
Shane D.Dolha
Regina, Saskatchewan
Canada
Spy vs. Spy II: Find any piece of the rocket, and dig pits around
it. Stimd oQ" to the side and let the computer's spy fall into the
hole. When he climbs out, start shooting him, (You did get the
gun didn't you?) If you didn't get the gun, be ready to start in-
flicting some heavy cranial damage with the sword.
On a woRe note: if the computer is about to complete the mis-
sile, he won't stop for you. Your only hope will be to booby trap
the areas between the quicksand, giving you a chance to steal
the missile. (This will be your last chance, so be quick about
your business.) If all else fails, hit the 5 key. No opponent, no
matter how dogged and relentless, can overcome the reset but-
ton!
Matt McLaine
Walierboro,SC
Rings of Zilfin: When you're skirting cut it will be easier U>
avoid the K-plants by going west to the desert fiiom Ziad and
then North. Be sure to write down the names of people you have
talked with, as you will need this later in the game. Spice is
worth a lot in Begonia, Last tea is needed in Sumaria.
Lance Galer
Address Unknown
Rojidwar 2I)(H): T\im off your disk drive, exit gang stat, and loot.
You will find lots of everything. Don't forget to turn your drive
back on.
Contributor Unknown
Skate or Die; The world records arc stored at track 35, sector 16
of side 1, You can use your favorite disk editor to make any
changes. As always, these changes should be made on a backup
disk, since one false move can ruin the diskette.
Shane D.Dolha
. Regina, Swikatckewan
Canada
Spy vs. Spy II: Find any piece of the rocket, and dig pits around
it. Stond olfto the side and let the computer's spy fall into the
hole. When he climbs out, start shooting him. (You did get the
gun didn't you?) If you didn't get the gun, be ready to start in-
flicting some hea\y cranial damage wth the sword.
On a worse note: if the computer is about to complete the mis-
sile, he won't stop for you. Your only hope will be to booby trap
the areas between the quicksand, giving you a chance to steal
the missile. (This will be your last chance, so be quick about
your business.) If all else fails, hit the 5 key. No opponent, no
matter how dogged and relentless, can overcome the reset but-
ton!
Matt McLaine
Walterboro, SC
COMMODORE MAGAZINE 111
Gold Mine
Test Drive; Cruise at about 130 mph, which is the lowest speed
at which the police can't catch you.
Danny Correia
Saint John, New Brunswick
Canada
Thunder Chopper; While flying rescue missions, hovering is not
nece^aiy to retrieve missing personnel. Once you get near, low-
er the hoist and fly over the man at a low altitude at any speed,
then raise the hoist once he's secure,
Frcsen Fire
Address Unknown
Ultima II: You need to be blessed by Father Antes, who is on
Planet X, before you are able to get the ring and win. The coordi-
nates for Planet X are 9, 9, 9.
Peter Liang
Ann Arbor, MI
Underwurlde: If you have a sprite disabler such as Infinity Ma-
chine or Final Cartridge, use it! Load the game as usual, reset
the computer, then
POKE 33090,169 RETURN
POKE 33091,40 RETURN
POKE 792,71 RETURN
POKE 793,254 RETURN
SYS 36861 RETURN
If you need more men, change the 40 above. Here are some other
important pointers:
1. Don't go past the 27th level. All weapons are there or below.
2. The weapons will be in diiferent locations eveiy game.
3. You need the knife to get past the beetle creature,
4. You need the bow, found on level 27, for the Minotaur,
5. Map the game from level 27 to level 0.
6. The game will be completed when you reach level 0.
7. You need fireballs to kill the last guardian, the demon.
With the sprite disabler and over 40 men, it should be easy to
complete a nearly impossible game.
Shukri Berisha
Address Unknown
WTieel of Fortune: The scoring records are on track 1, sector 0, If
you have a track and sector editor and don't mind cheating, you
can change them to yoiu* heart's content. Make sure you use a
backup copy, or one httle mistake can put your disk away.
Animesk Gandhi
Elizabeth, NJ
World Games: The world records are on track 16, sector 12. If
you're skilled with a disk editor, change them to anything you'd
like.
David Stewart
Hazel Green, AL
Yic Ar Kung-Fu: If you have gotten to Pole, you have probably
found out that he is hard to teat. Well, here's a way: you've got
to jump around a lot, then when he points his pole down, start
high kicking him as many times as possible.
Doug Cross
SeUersburg, IN Q
•ADVERTISERS INDEX-
Advertiser
Reader
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No.
Papa
Ha.
Adorrs Software
1
103
Berkeley Soflvrorks
2
40,41
Bfontford Educationol Services
*
79
Cinemowore
*
C4
Computer Direct (Protecto)
3
74,75
Data East
4
5
Epvx
5
C2
First Row Softwore
6
27
Gold Dist(
•
C3
Loadstar
7
1
Microlilusions
8
19
Micro Prose
9
S
Montgomery Grant
10
49
New Line Video
11
37
hJf^i/McGraw Hiti
*
81
ORIGIN
12
11,29
Quantum Computer Service
13
32,33
R&DL Productions
*
84
Strategic Simuiations
14
2
SubLogic Corporation
15
09
Superior Business Center
16
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17
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18
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19
29
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20
21
Xetec
21
39
•No Reader Response Number given at Advertisers Request
112 MARCH 1989
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